A Git submodule allows a user to include a Git repository as a subdirectory of another Git repository. This can be useful when a project needs to include and use another project. For example, it may be a third-party library or a library developed independently for use in multiple parent projects. With submodules, these libraries can be managed as independent projects while being used in the user’s project. This allows for better organization and management of the code.
How to add a submodule to a project
To add an existing Git repository as a submodule to a project, the git submodule add command can be used. The command format is git submodule add <url> <path>, where <url> is the URL of the submodule repository and <path> is the storage path of the submodule in the project. For example, if a user wants to add the remote repository https://github.com/username/repo.git as a submodule to their project and store it in the my-submodule directory, they can use the following command:
raw data : for each subjects(S1,S2 …) , each action(walking, waiting, smoking …), each sub sequence(1/2): $(n) \times 99$ (np.ndarray, float32)
From data_utils.load_data() used by translate.read_all_data()
train data: the composed dictionary ((suject_id, action, subaction_id, ‘even’) as key) of raw data (just even rows), with one hot encoding columns for action type, if action is specified (normal case), just append an all 1 column to rawdata. Size of each dictionary value: $(n/2) \times (99 + actions;count)$
complete data: all data joint together, from different subjects, actions, sub sequences: $(n) \times 99$
From translate.read_all_data() used by translate.train()
train set : normalized train data, throw out data with $std < 1e-4$ (accroding to complete data). Size of each dictionary value: $(n/2) \times ((99-used;dimension;count) + actions;count)$
Human Dimension
After the analyzztion of the complete data, human dimension has been fixed to $54$.
From Seq2SeqModel.get_batch() used by translate.train()
In supervised learning, the machine learns from training data. The training data consists of a labeled pair of inputs and outputs. So, we train the model (agent) using the training data in such a way that the model can generalize its learning to new unseen data. It is called supervised learning because the training data acts as a supervisor, since it has a labeled pair of inputs and outputs, and it guides the model in learning the given task.
Regression
Quantitative response predict a quantitative variable from a set of features
Classification
Categorical response predict a categorical variable
Unsupervised learning
Similar to supervised learning, in unsupervised learning, we train the model (agent) based on the training data. But in the case of unsupervised learning, the training data does not contain any labels; that is, it consists of only inputs and not outputs. The goal of unsupervised learning is to determine hidden patterns in the input. There is a common misconception that RL is a kind of unsupervised learning, but it is not. In unsupervised learning, the model learns the hidden structure, whereas, in RL, the model learns by maximizing the reward.
Reinforcement learning
Action space
The set of all possible actions in the environment is called the action space. Thus, for this grid world environment, the action space will be [up, down, left, right]. We can categorize action spaces into two types:
Discrete action space When our action space consists of actions that are discrete, then it is called a discrete action space. For instance, in the grid world environment, our action space consists of four discrete actions, which are up, down, left, right, and so it is called a discrete action space.
Continuous action space When our action space consists of actions that are continuous, then it is called a continuous action space. For instance, let’s suppose we are training an agent to drive a car, then our action space will consist of several actions that have continuous values, such as the speed at which we need to drive the car, the number of degrees we need to rotate the wheel, and so on. In cases where our action space consists of actions that are continuous, it is called a continuous action space.
Policy
A policy defines the agent’s behavior in an environment. The policy tells the agent what action to perform in each state. Over a series of iterations, the agent will learn a good policy that gives a positive reward. The optimal policy tells the agent to perform the correct action in each state so that the agent can receive a good reward.
Deterministic Policy deterministic policy tells the agent to perform a one particular action in a state. Thus, the deterministic policy maps the state to one particular action
Stochastic Policy maps the state to a probability distribution over an action space.
Categorical policy when the action space is discrete uses categorical probability distribution over action space to select actions
Gaussian policy when our action space is continuous the stochastic policy uses Gaussian probability distribution over action space to select actions when the action space is continuous
Episode
The agent interacts with the environment by performing some action starting from the initial state and reach the final state. This agent-environment interaction starting from the initial state until the final state is called an episode. For instance, in the car racing video game, the agent plays the game by starting from the initial state (starting point of the race) and reach the final state (endpoint of the race). This is considered an episode. An episode is also often called trajectory (path taken by the agent)
Episodic task As the name suggests episodic task is the one that has the terminal state. That is, episodic tasks are basically tasks made up of episodes and thus they have a terminal state. Example: Car racing game.
Continuous task Unlike episodic tasks, continuous tasks do not contain any episodes and so they don’t have any terminal state. For example, a personal assistance robot does not have a terminal state.
Horizon
Horizon is the time step until which the agent interacts with the environment. We can classify the horizon into two:
Finite horizon If the agent environment interaction stops at a particular time step then it is called finite Horizon. For instance, in the episodic tasks agent interacts with the environment starting from the initial state at time step t =0 and reach the final state at a time step T. Since the agent environment interaction stops at the time step T, it is considered a finite horizon.
Infinite horizon If the agent environment interaction never stops then it is called an infinite horizon. For instance, we learned that the continuous task does not have any terminal states, so the agent environment interaction will never stop in the continuous task and so it is considered an infinite horizon.
Return
Return is the sum of rewards received by the agent in an episode.
Value function
Value function or the value of the state is the expected return that the agent would get starting from the state $s$ following the policy $\pi$
Q function
implies the expected return agent would obtain starting from the state $s$ and an action $a$ following the policy $\pi$.
Posted Updated a few seconds read (About 12 words)
what is my emotion In old days people have high spirits
the obs dictionary’s builder
Report
For me, intrinsic and extrinsic motivation differs a lot. Since my early age, I distinguish clearly between schoolwork and extracurricular activities. During week days, I devote 100% of my energy into schoolwork and during weekends, I participate in robot and model aircraft clubs. Before I entered college, I think that completing coursework is a student’s duty and it is also very rewarding. By behaving well in school, I can receive praise from my parents, respectation from peers, promising jobs and For this reason, completing schoolwork is mainly motivated by extrinsic rewards.
My dad used to have an argue with my mum about whether they should reward me by giving me some money to buy what I want if I perform well in exams. He thought exam scores should not be related with money rewards. While my mum thought it is reasonable since rewards can motivate me a lot. After I entered college, I thought my dad was right, although money rewards did motivate me to get higher scores, it is extrinsic motivation. According to the textbook, extrinsic rewards can reduce intrinsic motivation. When I look back, I cannot clearly figure out what is my intrinsic motivation of studying hard at school. Most of the time, I am motivated to study a subject just for the reason that I am good at it. If I am not good at a subject, such as Chinese, I just keep persuding me that if my Chinese is not learnt well, I will not be able to enter a good school. Usually, during this process, I suffer from heavy depression and anxiety. Speaking of how much passion I have in all of these subjects, I have to say, very little. My behaviour in exam-oriented education is like a machine. I get rewards, commitments as inputs and output good scores.
Although I behaves like the walking dead in schoolwork, I have intrinsic motivations in other fields, such as building robots and flying model aircraft. These activities fulfill no obvious purpose other than enjoyment.
Biological, psychological, and social factors all affect your health. How does stress affect your health?
Stress has negative effects on both your physical and mental health. How do mediating factors affect your stress?
Mediating factors can help alleviate the negative effects of stress. Can a positive attitude keep you healthy?
A positive attitude has positive effects on both your physical and mental health.
Biological Factors
Biological factors refer to innate or naturally occurring factors such as genetics, age, and gender that can affect your physical and mental health.
Psychological Factors
Psychological factors refer to factors related to your thoughts and emotions such as emotional state, cognitive processes, and behavioral patterns that can affect your physical and mental health.
Social Factors
Social factors refer to environmental factors such as culture, family, social networks that can affect your physical and mental health.
Stress
Stress refers to tension, anxiety or challenge from internal or external environment which may have negative effects on both physical and mental health.
Mediating Factors
Mediating factors are factors that can help alleviate the negative effects of stress. These factors include positive coping strategies, seeking social support, and changing cognitive processes.
Positive Attitude
A positive attitude has positive effects on both your physical and mental health. It can help you cope with stress, improve your immune system, and increase your overall well-being.
Tips for Maintaining Physical and Mental Health
This section provides tips and suggestions for maintaining physical and mental health. It includes advice on diet, exercise, sleep, relaxation techniques, social networks, and seeking support.
In the face of confused or lost teenagers, the principal’s education method is very representative of the indifferent and rigid “behaviorist”. He believes that violence and punishment can make children keep their duties. The endless and varied punishment methods are his masterpieces. In the face of the principal’s violence, the children really behaved in silence and followed the rules, but they did not believe the principal from the bottom of their hearts. Once the principal leaves and doesn’t pay attention, the children will play tricks behind their backs and vent their emotions.
One of the core viewpoints of behaviorism is that environment is the only condition for the learning, and learning is completely determined by the external environment. Therefore, the principal puts the focus of education on corporal punishment, punishment, reprimand, and criticism. Even if children make small mistakes, they will always be scolded or beaten.
It is true that punishment as an external stimulus can promote children to develop in a good way to a certain extent, but the fear generated by punishment is often greater than the education gained, so children will become more and more disobedient, and they will not learn what they should know at all.
Non-associative
Habituation
Sensitization
Associative
Classical conditioning
When we learn that a stimulus predicts another stimulus.
Operant conditioning
When we learn that a behavior leads to a certain outcome.
Watching others
Observational learning
When we learn or change a behavior after watching a person engage in that behavior
Modeling
Displaying a behavior that imitates a previously observed behavior
Vicarious conditioning
learning about an action’s consequences by observing others being rewarded or punished for their behavior
Humanism
Mathews stands for Humanism: Compared with the principal’s style, Teacher Matthew regards the children as himself, understands their distress, and walks into their hearts. Teacher Matthew is the first to really treat “problem teenagers” as dignified and thoughtful individuals. Teacher Matthew’s education and enlightenment are the classic characteristics of humanists.
Humanism holds that different people will have different beliefs about the same fact, which means different things to different people. Therefore, humanists can always start from the individual’s inner feelings and beliefs, and touch others with their feelings and ideas.
Teacher Matthew pays attention to discovering children’s potential in learning, and constantly encourages children to improve and cheer. Combined with rationality, it only helps children to affirm themselves and realize themselves.