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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
Solving Graph-based Public Good Games with Tree Search and Imitation LearningCode0
Learning to Stabilize High-dimensional Unknown Systems Using Lyapunov-guided ExplorationCode0
Deep Q-learning from DemonstrationsCode0
Solving Graph-based Public Goods Games with Tree Search and Imitation LearningCode0
Generative Adversarial Imitation from ObservationCode0
Interactive incremental learning of generalizable skills with local trajectory modulationCode0
Solving the Baby Intuitions Benchmark with a Hierarchically Bayesian Theory of MindCode0
Generating Self-Contained and Summary-Centric Question Answer Pairs via Differentiable Reward Imitation LearningCode0
Robust Imitation Learning from Noisy DemonstrationsCode0
Generating Multi-Agent Trajectories using Programmatic Weak SupervisionCode0
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