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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 321330 of 2122 papers

TitleStatusHype
Learning Category-Level Generalizable Object Manipulation Policy via Generative Adversarial Self-Imitation Learning from DemonstrationsCode1
Learning Cross-Domain Correspondence for Control with Dynamics Cycle-ConsistencyCode1
Learning from Guided Play: Improving Exploration for Adversarial Imitation Learning with Simple Auxiliary TasksCode1
Learning to combine primitive skills: A step towards versatile robotic manipulationCode1
Combining Learning from Human Feedback and Knowledge Engineering to Solve Hierarchical Tasks in MinecraftCode1
Curriculum Offline Imitation LearningCode1
DeeCap: Dynamic Early Exiting for Efficient Image CaptioningCode1
Learning Structural Edits via Incremental Tree TransformationsCode1
Learning to Simulate Daily Activities via Modeling Dynamic Human NeedsCode1
DEMO: Reframing Dialogue Interaction with Fine-grained Element ModelingCode1
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