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# Policy Gradient Methods

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  1. arXiv

    Why curriculum learning pays off in reinforcement learning: sparse rewards can stall learning without one, while dense rewards gain little

    Curriculum learning often helps more in reinforcement learning than in supervised learning, and a tractable target-interception model now explains why. With dense rewards, curricula bring only marginal gains; with sparse rewards, a curriculum can be required for learning to occur at all. When the agent must both minimize effort and accumulate reward, competing optima appear and can trap it in a quitting solution. Useful curricula do two things: they make rewards less sparse to speed learning, and they shape the reward landscape to steer agents away from bad local optima.

  2. arXiv

    Unified Benchmark Plus RL Feature Selection: Learned Models Consistently Beat Fixed-Coefficient USGS Model for Post-Wildfire Debris Flow Prediction, with Drivers Varying Sharply by Region

    The work builds a unified benchmark for data-driven post-wildfire debris flow (PFDF) prediction, uses an LLM to convert operational weather forecast narratives into structured meteorological indicators and augments features with terrain and soil-moisture context, and proposes a reinforcement-learning feature-selection framework that identifies key drivers by perturbing features until positive and negative events become indistinguishable; learned models consistently outperform the fixed-coefficient USGS logistic-regression baseline, augmented features further improve most model families, and storm variables dominate globally while feature importance varies substantially across regions.

  3. A review maps multi-agent reinforcement learning from Markov games to three algorithm lineages, flagging scale, unfamiliar-partner cooperation and deployment safety as open

    This review uses Markov games and their decentralized, partially observed variants as the mathematical frame, groups the multi-agent reinforcement learning literature into three lineages—agents learning in isolation, methods that factor a team value into per-agent pieces (VDN, QMIX and their descendants), and actor-critic schemes trained against a critic with global knowledge (MADDPG, COMA, MAPPO)—discusses the obstacles that distinguish MARL from its single-agent counterpart, namely a moving-target learning problem, dividing a shared reward among team members, limited local views, and growth of the joint action space, explains why training with global information but acting on local information has become the standard design, reviews uses in real-time strategy games, robot teams, automate

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