In this task, you are given a part of an article. Your task is to generate headline (title) for this text. Preferred headlines are under fifteen words.

Q: Potential games and decentralised partially observable MDPs (Dec–POMDPs) are two commonly used models of multi–agent interaction, for static optimisation and sequential decision– making settings, respectively. In this paper we introduce filtered fictitious play for solving repeated potential games in which each player’s observations of others’ actions are perturbed by random noise, and use this algorithm to construct an online learning method for solving Dec–POMDPs. Specifically, we prove that noise in observations prevents standard fictitious play from converging to Nash equilibrium in potential games, which also makes fictitious play impractical for solving Dec–POMDPs. To combat this, we derive filtered fictitious play, and provide conditions under which it converges to a Nash equilibrium in potential games with noisy observations. We then use filtered fictitious play to construct a solver for Dec–POMDPs, and demonstrate our new algorithm’s performance in a box pushing problem. Our results show that we consistently outperform the state–of–the–art Dec– POMDP solver by an average of 100% across the range of noise in the observation function.

A: Filtered Fictitious Play for Perturbed Observation Potential Games and Decentralised POMDPs
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Q: Fully connected network has been widely used in deep learning, and its computation efficiency is highly benefited from the matrix multiplication algorithm with cuBLAS on GPU. However, We found that, there exist some drawbacks of cuBLAS in calculating matrix A multiplies the transpose of matrix B (i.e., NT operation). To reduce the impact of NT operation by cuBLAS, we exploit the out-of-place transpose of matrix B to avoid using NT operation, and then we apply our method to Caffe, which is a popular deep learning tool. Our contribution is two-fold. First, we propose a naive method (TNN) and model-based method (MTNN) to increase the performance in calculating A × B , and it achieves about 4.7 times performance enhancement in our tested cases on GTX1080 card. Second, we integrate MTNN method into Caffe to enhance the efficiency in training fully connected networks, which achieves about 70% speedup compared to the original Caffe in our configured fully connected networks on GTX1080 card.

A: Improving the Performance of Fully Connected Neural Networks by Out-of-Place Matrix Transpose
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Q: Learning to solve complex sequences of tasks—while both leveraging transfer and avoiding catastrophic forgetting—remains a key obstacle to achieving human-level intelligence. The progressive networks approach represents a step forward in this direction: they are immune to forgetting and can leverage prior knowledge via lateral connections to previously learned features. We evaluate this architecture extensively on a wide variety of reinforcement learning tasks (Atari and 3D maze games), and show that it outperforms common baselines based on pretraining and finetuning. Using a novel sensitivity measure, we demonstrate that transfer occurs at both low-level sensory and high-level control layers of the learned policy.

A:
Progressive Neural Networks
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