In this task, you are given the abstract of a research paper. Your task is to generate a summary of this abstract. Your summary should not be very short, but it's better if it's not more than 30 words.

Q: Positive-unlabeled (PU) learning addresses the problem of learning a binary classifier from positive (P) and unlabeled (U) data. It is often applied to situations where negative (N) data are difficult to be fully labeled. However, collecting a non-representative N set that contains only a small portion of all possible N data can be much easier in many practical situations. This paper studies a novel classification framework which incorporates such biased N (bN) data in PU learning. The fact that the training N data are biased also makes our work very different from those of standard semi-supervised learning. We provide an empirical risk minimization-based method to address this PUbN classification problem. Our approach can be regarded as a variant of traditional example-reweighting algorithms, with the weight of each example computed through a preliminary step that draws inspiration from PU learning. We also derive an estimation error bound for the proposed method. Experimental results demonstrate the effectiveness of our algorithm in not only PUbN learning scenarios but also ordinary PU leaning scenarios on several benchmark datasets.

A: This paper studied the PUbN classification problem, where we incorporate biased negative (bN) data, i.e., negative data that is not fully representative of the true underlying negative distribution, into positive-unlabeled (PU) learning.
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Q: In multiagent systems (MASs), each agent makes individual decisions but all of them contribute globally to the system evolution. Learning in MASs is difficult since each agent's selection of actions must take place in the presence of other co-learning agents. Moreover, the environmental stochasticity and uncertainties increase exponentially with the increase in the number of agents. Previous works borrow various multiagent coordination mechanisms into deep learning architecture to facilitate multiagent coordination. However, none of them explicitly consider action semantics between agents that different actions have different influences on other agents. In this paper, we propose a novel network architecture, named Action Semantics Network (ASN), that explicitly represents such action semantics between agents. ASN characterizes different actions' influence on other agents using neural networks based on the action semantics between them. ASN can be easily combined with existing deep reinforcement learning (DRL) algorithms to boost their performance. Experimental results on StarCraft II micromanagement and Neural MMO show ASN significantly improves the performance of state-of-the-art DRL approaches compared with several network architectures.

A: Our proposed ASN characterizes different actions' influence on other agents using neural networks based on the action semantics between them.
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Q: Multiagent systems where the agents interact among themselves and with an stochastic environment can be formalized as stochastic games. We study a subclass of these games, named Markov potential games (MPGs), that appear often in economic and engineering applications when the agents share some common resource. We consider MPGs with continuous state-action variables, coupled constraints and nonconvex rewards. Previous analysis followed a variational approach that is only valid for very simple cases (convex rewards, invertible dynamics, and no coupled constraints); or considered deterministic dynamics and provided open-loop (OL) analysis, studying strategies that consist in predefined action sequences, which are not optimal for stochastic environments. We present a closed-loop (CL) analysis for MPGs and consider parametric policies that depend on the current state and where agents adapt to stochastic transitions. We provide easily verifiable, sufficient and necessary conditions for a stochastic game to be an MPG, even for complex parametric functions (e.g., deep neural networks); and show that a closed-loop Nash equilibrium (NE) can be found (or at least approximated) by solving a related optimal control problem (OCP). This is useful since solving an OCP---which is a single-objective problem---is usually much simpler than solving the original set of coupled OCPs that form the game---which is a multiobjective control problem. This is a considerable improvement over the previously standard approach for the CL analysis of MPGs, which gives no approximate solution if no NE belongs to the chosen parametric family, and which is practical only for simple parametric forms. We illustrate the theoretical contributions with an example by applying our approach to a noncooperative communications engineering game. We then solve the game with a deep reinforcement learning algorithm that learns policies that closely approximates an exact variational NE of the game.

A:
We present general closed loop analysis for Markov potential games and show that deep reinforcement learning can be used for learning approximate closed-loop Nash equilibrium.
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