One of the notorious issues for Reinforcement Learning (RL) is poor sample efficiency. Compared to single agent RL, the sample efficiency for Multi-Agent Reinforcement Learning (MARL) is more challenging because of its inherent partial observability, non-stationary training, and enormous strategy space. Although much effort has been devoted to developing new methods and enhancing sample efficiency, we look at the widely used episodic training mechanism. In each training step, tens of frames are collected, but only one gradient step is made. We argue that this episodic training could be a source of poor sample efficiency. To better exploit the data already collected, we propose to increase the frequency of the gradient updates per environment interaction (a.k.a. Replay Ratio or Update-To-Data ratio). To show its generality, we evaluate $3$ MARL methods on $6$ SMAC tasks. The empirical results validate that a higher replay ratio significantly improves the sample efficiency for MARL algorithms. The codes to reimplement the results presented in this paper are open-sourced at https://anonymous.4open.science/r/rr_for_MARL-0D83/.
Offline reinforcement learning (RL) methodologies enforce constraints on the policy to adhere closely to the behavior policy, thereby stabilizing value learning and mitigating the selection of out-of-distribution (OOD) actions during test time. Conventional approaches apply identical constraints for both value learning and test time inference. However, our findings indicate that the constraints suitable for value estimation may in fact be excessively restrictive for action selection during test time. To address this issue, we propose a Mildly Constrained Evaluation Policy (MCEP) for test time inference with a more constrained target policy for value estimation. Since the target policy has been adopted in various prior approaches, MCEP can be seamlessly integrated with them as a plug-in. We instantiate MCEP based on TD3-BC [Fujimoto and Gu, 2021] and AWAC [Nair et al., 2020] algorithms. The empirical results on MuJoCo locomotion tasks show that the MCEP significantly outperforms the target policy and achieves competitive results to state-of-the-art offline RL methods. The codes are open-sourced at https://github.com/egg-west/MCEP.git.
Although computational aesthetics evaluation has made certain achievements in many fields, its research of music performance remains to be explored. At present, subjective evaluation is still a ultimate method of music aesthetics research, but it will consume a lot of human and material resources. In addition, the music performance generated by AI is still mechanical, monotonous and lacking in beauty. In order to guide the generation task of AI music performance, and to improve the performance effect of human performers, this paper uses Birkhoff's aesthetic measure to propose a method of objective measurement of beauty. The main contributions of this paper are as follows: Firstly, we put forward an objective aesthetic evaluation method to measure the music performance aesthetic; Secondly, we propose 10 basic music features and 4 aesthetic music features. Experiments show that our method performs well on performance assessment.
Computational aesthetics evaluation has made great achievements in the field of visual arts, but the research work on music still needs to be explored. Although the existing work of music generation is very substantial, the quality of music score generated by AI is relatively poor compared with that created by human composers. The music scores created by AI are usually monotonous and devoid of emotion. Based on Birkhoff's aesthetic measure, this paper proposes an objective quantitative evaluation method for homophony music score aesthetic quality assessment. The main contributions of our work are as follows: first, we put forward a homophony music score aesthetic model to objectively evaluate the quality of music score as a baseline model; second, we put forward eight basic music features and four music aesthetic features.