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    ## Bluetooth mesh 低成本低光耗,適合遠距離傳輸 2016/6 Bluetooth 5,提高距離 50m-300m ### Basics of Bluetooth Mesh * 紅色,是發送節點 * Mesh 網路主要優點 * 擴展範圍 * 自癒能力(泛洪)flooding 的通訊方式 ![](https://hackmd.io/_uploads/Hyel_oa_2.png) ### Bluetooth mesh architecture * Bluetooth Low Energy: 低功耗,簡話封包格式 * ADV乘載 * GATT乘載:用於已連接設備之間的消息床書 * Lower transport * Upper transport layer: 對數據進行加密、解密 * Access Layer: 管理數據格式,驗證數據是否合法規範 * Foundation Models layer: 定義狀態,配置和管理網狀網路所需的消息和模型 * Models Layer: 定義了藍芽網路模型規範中用於標準用戶場景和操作的模型 ![](https://hackmd.io/_uploads/ByL8OjTd2.png) 重點整理: * 乘載的模式 1. ADV load - boardcast 2. GATT load - 1 on 1 * 在結構中會於模型層來定義網路通訊的方式,故今天要設計主要依據結構層的標準進行設計。 ### Mesh組件基本概念 節點類型 低功耗節點:不負責傳輸消息 好友節點(Friendship)GATT乘載 中繼節點:收到訊息之後廣播 代理節點:橋梁的功用,可以互相溝通,可以跟手機互相通訊 重點整理: * Friendship 用於可以與低功耗節點進行溝通的節點,也就是負責提醒旁邊同學交作業的那位 * Element(元素) vs. Group(群組) vs Node(節點):每個實體裝置我們稱之為元素,多元素行成一個群組,而節點可能包含一個或多個元素或群組。 一個燈泡是一個元素(Element):一個節點可能包含多個Elements ### 地址 * Unicast 單播地址 * Group 群組地址 * Virtual 虛擬地址 ### Publish-Subscribe: 發布-訂閱是一種消息傳遞模式 重點整理: * 與Youtube頻道訂閱相似,可以透過訂閱的群組將消息一次發布並進行消息的傳遞管理。 ## models 模型 燈光模型可以負責燈的開關,空調模型負責溫度、濕度相關,模型之間可以互相調和 ## 問題討論 確定下所以好友節點只能GATT 1對1 嗎? 還是說可以1對多? 都是1對配對的,1個低功耗配上1個好友節點 --- ## 深度強化學習DRL (Hugging Face) ### Hugging Face Cource + H.Y.L Course Syllabus Review 說明如何參與Hugging Face的課程和準備上課的環境 * 今年9月30日之前有通過所有的作業就可以取得證書 ### State-Action-Reward 在封閉且明確的訓練目標裡,可以透過該機制優化抵達目標的策略 根據目前的state,決定現在的action,action會稍微改變environment,產生新的state Markov Property action只會depends on目前的state做決定,不會考慮過去的state。 Observation/Space Observation:只能觀測到局部的空間 Space:可以看到全域 State會是整個畫面的情況 ### actor, environment, reward ![](https://hackmd.io/_uploads/rygL-2TO2.png) ![](https://hackmd.io/_uploads/Hy6GfhpOh.png) * theta代表神經網路的權重,並且可以看到前後的狀態來決定現在要執行的action * 做未來的估算,距離越遠會讓它的價值越小,以此可以專注在接近的狀態進行action預測 * (圖二)Gamma較大Reward會考慮比較長遠的目標,較小會考慮比較近期的目標 ### Episodic Task 有些問題有終點可以用該方法,但像是股價預測可能就沒有終點,那這部分可能會用Temperal Difference ### policy pi state → pi → action pi是希望agent學會的function → input考量環境 → output可以有多個節點的神經網路輸出( 可以選擇控制方向,或是FIRE!) 目標是pi^star來找到best pi,來調整theta值 1. 直接告訴要怎麼做 2. 有價值的狀況為何 Stochastic:就是隨機,意為在目前的狀態無法得知結果。 前面提到的Markov Property也是一種stochastic的過程。 Gradient Policy是為了更新pi的數值的策略,說是資料蒐集的時間會變成實作重要的點,跟Policy有關 ### value based methods Value function和pi是一個對抗的機制,可以互相去比較哪一個theta可以形成best pi,就像是進藤光和左為討論圍棋怎麼下比較好,Value function的形成方法是透過過往資料進行Regression來作為經驗上的分類,以此形成價值函式 * Value function的限制是至少要完整完成一場遊戲才會有 MC based approach terporal-difference(TD) approach ~~### policy + value~~ ### 為什麼在reinforcement learning 增添 deep? ![](https://hackmd.io/_uploads/HkHGOh6u3.png) Deep可以處理非結構的資料,如Speech, Image 不只要考慮state,還需要action,固定相同的action,放入q learning,之後做出反應 ### state action vaule funcion ![](https://hackmd.io/_uploads/SyApd2auh.png) 強迫它執行非優化選項,可以蒐集非最優化狀態的資料 ### Target Network ![](https://hackmd.io/_uploads/r1HithTOh.png) 透過regression將loss縮小 ### 問題 * State和Space的差別? Space是資料庫表格,State是儲存在表格裡的數值 * 想問state和environment有什麼差異? environment是state-space?目前不確定。 * 想詢問今天一開始如果是老鼠要吃到起司,那今天遊戲一開始s1就是老鼠在起點,s2就是老鼠吃到起司的狀態,進而決定action嗎? 這裡的s2是顯示最後的目標結果還是什麼? s2是下一步的狀態,中間只差一步 * Gamma大小怎麼影響Long, Short-Term的Reward形狀? 我有個想法,Eric說Gamma越大越考慮long-term,越小越考慮short-term,數字越大表是高次方gamma遞減較慢,因此較遠的格子的加權就不會遞減太快。當gamma很小時,高次方快速遞減,在前面的return比較重要。 酷,很像learning rate訓練速度的控制,只是這裡是用來應用在目標的距離,透過Gamma進行目標的調配 好像越來越懂了 * 為什麼要找到最優的pi、theta值,怎麼去定義最優的pi, theta值,也是minimum J(theta)的概念嗎? 試詢問pi, theta, J(theta)的用途和任務目標? 註:Maximum Return 等同於我們在神經網路找尋minimum J pi:是一個結果 theta:經過訓練下有更好的預測,是神經網路,可以想成大腦的突觸,讓像大腦的pi逐漸優化結果。 J(theta):用於max. return * 所以在Stochastic一開始它就是猜然後算期望值嗎? 兩個不同概念,期望值是算Reward的,然後一開始就會根據遊戲定義期望值,是我們會先定義的規則 * deep Q learning還具有markov property嗎? 依照目前提到的還符合markov的性質,透過前一個推論下一個,但之後變化版的可能就不一定符合 * 不太能理解為何在q learning需要放入action,而不是只放state就好? 在第22頁的表示,action都是當下的action,因此為定值。

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