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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 11011125 of 2122 papers

TitleStatusHype
Automated Task-Time Interventions to Improve Teamwork using Imitation Learning0
Diffusion Model-Augmented Behavioral Cloning0
Simulation of robot swarms for learning communication-aware coordinationCode0
K-SHAP: Policy Clustering Algorithm for Anonymous Multi-Agent State-Action Pairs0
CILP: Co-simulation based Imitation Learner for Dynamic Resource Provisioning in Cloud Computing EnvironmentsCode0
Robust Question Answering against Distribution Shifts with Test-Time Adaptation: An Empirical StudyCode0
Asking for Help: Failure Prediction in Behavioral Cloning through Value Approximation0
Scaling Vision-based End-to-End Driving with Multi-View Attention Learning0
Fine-grained Affordance Annotation for Egocentric Hand-Object Interaction VideosCode0
Target-based Surrogates for Stochastic OptimizationCode0
A Strong Baseline for Batch Imitation Learning0
DITTO: Offline Imitation Learning with World Models0
Aligning Robot and Human Representations0
Synthesizing Physical Character-Scene Interactions0
Superhuman FairnessCode0
Hierarchical Imitation Learning with Vector Quantized ModelsCode0
Optimal Decision Tree Policies for Markov Decision ProcessesCode0
Identifying Expert Behavior in Offline Training Datasets Improves Behavioral Cloning of Robotic Manipulation PoliciesCode0
Improving Behavioural Cloning with Positive Unlabeled Learning0
Theoretical Analysis of Offline Imitation With Supplementary DatasetCode0
SMART: Self-supervised Multi-task pretrAining with contRol Transformers0
Language-guided Task Adaptation for Imitation Learning0
Graph Neural Networks for Decentralized Multi-Agent Perimeter Defense0
Domain-adapted Learning and Imitation: DRL for Power Arbitrage0
DIRECT: Learning from Sparse and Shifting Rewards using Discriminative Reward Co-Training0
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