Chance-Constrained Control with Lexicographic Deep Reinforcement Learning
📖 Description
THIS IS A PREPRINT VERSION. IF YOU FOUND THIS READ ING USEFUL FOR YOUR RESEARCH PLEASE CITE THE PUBLISHED VERSION https://ieeexplore.ieee.org/abstract/document/9031720 DOI: https://doi.org/10.1109/LCSYS.2020.2979635 BIB: @article{Giuseppi2020, doi = {10.1109/lcsys.2020.2979635}, year = {2020}, author = {Alessandro Giuseppi and Antonio Piet rabissa}, title = {Chance -Constrained Control with Lexicographic Deep Reinforcement L earning}, journal = {{IEEE} Control Systems Letters}} Abstract ?This paper proposes a lexicographic Deep Reinforcement Learning (DeepRL )-based approach to chance -constrained Markov Decision Processes, in which the controller seeks to ensure that the probability of satisfying the constraint is above a given threshold. Standard DeepRL approaches require i) the constraints to be included as additional weighted terms in the cost function, in a multi -objective fashion, and ii) the tuning of the introduced weights during the training phase of th...
📊 Game Impacts
Not verified in gameWhich variables this event was proposed to move, and in which direction. The magnitudes are held in the corpus but are not shown here, because they have not been verified against the shipped game. They come from pdoom-data. They describe what an event was proposed to do, not what the shipped game does with it. Most events in the corpus are flavour: they are shown for colour and do not move any game variable. Only a small minority reach the systems below, and several of the variables listed here are not read by the game at all yet. Treat this table as a design proposal under review, not as a measurement of play. Corrections and arguments are welcome — the suggestion links at the foot of this page go straight to the data repo.
| Variable | Direction | Condition |
|---|---|---|
| Research | proposed: up | Always |
| Papers | proposed: up | Always |
| Vibey Doom | proposed: up | Always |
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