While there has been significant progress in curriculum learning and continuous learning for training agents to generalize across a wide variety of environments in the context of single-agent reinforcement learning, it is unclear if these algorithms would still be valid in a multi-agent setting. In a competitive setting, a learning agent can be trained by making it compete with a curriculum of increasingly skilled opponents. However, a general intelligent agent should also be able to learn to act around other agents and cooperate with them to achieve common goals. When cooperating with other agents, the learning agent must (a) learn how to perform the task (or subtask), and (b) increase the overall team reward. In this paper, we aim to answer the question of what kind of cooperative teammate, and a curriculum of teammates should a learning agent be trained with to achieve these two objectives. Our results on the game Overcooked show that a pre-trained teammate who is less skilled is the best teammate for overall team reward but the worst for the learning of the agent. Moreover, somewhat surprisingly, a curriculum of teammates with decreasing skill levels performs better than other types of curricula.
Cancer treatment is an arduous process for patients and causes many side-effects during and post-treatment. The treatment can affect almost all body systems and result in pain, fatigue, sleep disturbances, cognitive impairments, etc. These conditions are often under-diagnosed or under-treated. In this paper, we use patient data to predict the evolution of their symptoms such that treatment-related impairments can be prevented or effects meaningfully ameliorated. The focus of this study is on predicting the pain and tiredness level of a patient post their diagnosis. We implement an interpretable decision tree based model called LightGBM on real-world patient data consisting of 20163 patients. There exists a class imbalance problem in the dataset which we resolve using the oversampling technique of SMOTE. Our empirical results show that the value of the previous level of a symptom is a key indicator for prediction and the weighted average deviation in prediction of pain level is 3.52 and of tiredness level is 2.27.
Our premise is that autonomous vehicles must optimize communications and motion planning jointly. Specifically, a vehicle must adapt its motion plan staying cognizant of communications rate related constraints and adapt the use of communications while being cognizant of motion planning related restrictions that may be imposed by the on-road environment. To this end, we formulate a reinforcement learning problem wherein an autonomous vehicle jointly chooses (a) a motion planning action that executes on-road and (b) a communications action of querying sensed information from the infrastructure. The goal is to optimize the driving utility of the autonomous vehicle. We apply the Q-learning algorithm to make the vehicle learn the optimal policy, which makes the optimal choice of planning and communications actions at any given time. We demonstrate the ability of the optimal policy to smartly adapt communications and planning actions, while achieving large driving utilities, using simulations.