Goto

Collaborating Authors

 Asia


Combining Estimators Using Non-Constant Weighting Functions

Neural Information Processing Systems

This paper discusses the linearly weighted combination of estimators in which the weighting functions are dependent on the input. We show that the weighting functions can be derived either by evaluating the input dependent variance of each estimator or by estimating how likely it is that a given estimator has seen data in the region of the input space close to the input pattern. The latter solution is closely related to the mixture of experts approach and we show how learning rules for the mixture of experts can be derived from the theory about learning with missing features. The presented approaches are modular since the weighting functions can easily be modified (no retraining) if more estimators are added. Furthermore, it is easy to incorporate estimators which were not derived from data such as expert systems or algorithms.


An Actor/Critic Algorithm that is Equivalent to Q-Learning

Neural Information Processing Systems

We prove the convergence of an actor/critic algorithm that is equivalent to Q-Iearning by construction. Its equivalence is achieved by encoding Q-values within the policy and value function of the actor and critic. The resultant actor/critic algorithm is novel in two ways: it updates the critic only when the most probable action is executed from any given state, and it rewards the actor using criteria that depend on the relative probability of the action that was executed.


Reinforcement Learning Methods for Continuous-Time Markov Decision Problems

Neural Information Processing Systems

Semi-Markov Decision Problems are continuous time generalizations of discrete time Markov Decision Problems. A number of reinforcement learning algorithms have been developed recently for the solution of Markov Decision Problems, based on the ideas of asynchronous dynamic programming and stochastic approximation. Among these are TD(,x), Q-Iearning, and Real-time Dynamic Programming. After reviewing semi-Markov Decision Problems and Bellman's optimality equation in that context, we propose algorithms similar to those named above, adapted to the solution of semi-Markov Decision Problems. We demonstrate these algorithms by applying them to the problem of determining the optimal control for a simple queueing system. We conclude with a discussion of circumstances under which these algorithms may be usefully applied.


Finding Structure in Reinforcement Learning

Neural Information Processing Systems

Reinforcement learning addresses the problem of learning to select actions in order to maximize one's performance in unknown environments. To scale reinforcement learning to complex real-world tasks, such as typically studied in AI, one must ultimately be able to discover the structure in the world, in order to abstract away the myriad of details and to operate in more tractable problem spaces. This paper presents the SKILLS algorithm. SKILLS discovers skills, which are partially defined action policies that arise in the context of multiple, related tasks.


Instance-Based State Identification for Reinforcement Learning

Neural Information Processing Systems

This paper presents instance-based state identification, an approach to reinforcement learning and hidden state that builds disambiguating amounts of short-term memory online, and also learns with an order of magnitude fewer training steps than several previous approaches. Inspired by a key similarity between learning with hidden state and learning in continuous geometrical spaces, this approach uses instance-based (or "memory-based") learning, a method that has worked well in continuous spaces. 1 BACKGROUND AND RELATED WORK When a robot's next course of action depends on information that is hidden from the sensors because of problems such as occlusion, restricted range, bounded field of view and limited attention, the robot suffers from hidden state. More formally, we say a reinforcement learning agent suffers from the hidden state problem if the agent's state representation is non-Markovian with respect to actions and utility. The hidden state problem arises as a case of perceptual aliasing: the mapping between states of the world and sensations of the agent is not one-to-one [Whitehead, 1992]. If the agent's perceptual system produces the same outputs for two world states in which different actions are required, and if the agent's state representation consists only of its percepts, then the agent will fail to choose correct actions.


Reinforcement Learning with Soft State Aggregation

Neural Information Processing Systems

It is widely accepted that the use of more compact representations than lookup tables is crucial to scaling reinforcement learning (RL) algorithms to real-world problems. Unfortunately almost all of the theory of reinforcement learning assumes lookup table representations. In this paper we address the pressing issue of combining function approximation and RL, and present 1) a function approximator based on a simple extension to state aggregation (a commonly used form of compact representation), namely soft state aggregation, 2) a theory of convergence for RL with arbitrary, but fixed, soft state aggregation, 3) a novel intuitive understanding of the effect of state aggregation on online RL, and 4) a new heuristic adaptive state aggregation algorithm that finds improved compact representations by exploiting the non-discrete nature of soft state aggregation. Preliminary empirical results are also presented.


Reinforcement Learning Algorithm for Partially Observable Markov Decision Problems

Neural Information Processing Systems

Increasing attention has been paid to reinforcement learning algorithms in recent years, partly due to successes in the theoretical analysis of their behavior in Markov environments. If the Markov assumption is removed, however, neither generally the algorithms nor the analyses continue to be usable. We propose and analyze a new learning algorithm to solve a certain class of non-Markov decision problems. Our algorithm applies to problems in which the environment is Markov, but the learner has restricted access to state information. The algorithm involves a Monte-Carlo policy evaluation combined with a policy improvement method that is similar to that of Markov decision problems and is guaranteed to converge to a local maximum. The algorithm operates in the space of stochastic policies, a space which can yield a policy that performs considerably better than any deterministic policy. Although the space of stochastic policies is continuous-even for a discrete action space-our algorithm is computationally tractable.


Sample Size Requirements for Feedforward Neural Networks

Neural Information Processing Systems

We estimate the number of training samples required to ensure that the performance of a neural network on its training data matches that obtained when fresh data is applied to the network. Existing estimates are higher by orders of magnitude than practice indicates. This work seeks to narrow the gap between theory and practice by transforming the problem into determining the distribution of the supremum of a random field in the space of weight vectors, which in turn is attacked by application of a recent technique called the Poisson clumping heuristic.


Dynamic Modelling of Chaotic Time Series with Neural Networks

Neural Information Processing Systems

In young barn owls raised with optical prisms over their eyes, these auditory maps are shifted to stay in register with the visual map, suggesting that the visual input imposes a frame of reference on the auditory maps. However, the optic tectum, the first site of convergence of visual with auditory information, is not the site of plasticity for the shift of the auditory maps; the plasticity occurs instead in the inferior colliculus, which contains an auditory map and projects into the optic tectum. We explored a model of the owl remapping in which a global reinforcement signal whose delivery is controlled by visual foveation. A hebb learning rule gated by reinforcement learned to appropriately adjust auditory maps. In addition, reinforcement learning preferentially adjusted the weights in the inferior colliculus, as in the owl brain, even though the weights were allowed to change throughout the auditory system. This observation raises the possibility that the site of learning does not have to be genetically specified, but could be determined by how the learning procedure interacts with the network architecture.


On-line Learning of Dichotomies

Neural Information Processing Systems

The performance of online algorithms for learning dichotomies is studied. In online learning, the number of examples P is equivalent to the learning time, since each example is presented only once. The learning curve, or generalization error as a function of P, depends on the schedule at which the learning rate is lowered.