Europe
Signature Verification using a "Siamese" Time Delay Neural Network
Bromley, Jane, Guyon, Isabelle, LeCun, Yann, Säckinger, Eduard, Shah, Roopak
The aim of the project was to make a signature verification system based on the NCR 5990 Signature Capture Device (a pen-input tablet) and to use 80 bytes or less for signature feature storage in order that the features can be stored on the magnetic strip of a credit-card. Verification using a digitizer such as the 5990, which generates spatial coordinates as a function of time, is known as dynamic verification. Much research has been carried out on signature verification.
The Parti-Game Algorithm for Variable Resolution Reinforcement Learning in Multidimensional State-Spaces
Parti-game is a new algorithm for learning from delayed rewards in high dimensional real-valued state-spaces. In high dimensions it is essential that learning does not explore or plan over state space uniformly. Part i-game maintains a decision-tree partitioning of state-space and applies game-theory and computational geometry techniques to efficiently and reactively concentrate high resolution only on critical areas. Many simulated problems have been tested, ranging from 2-dimensional to 9-dimensional state-spaces, including mazes, path planning, nonlinear dynamics, and uncurling snake robots in restricted spaces. In all cases, a good solution is found in less than twenty trials and a few minutes. 1 REINFORCEMENT LEARNING Reinforcement learning [Samuel, 1959, Sutton, 1984, Watkins, 1989, Barto et al., 1991] is a promising method for control systems to program and improve themselves.
Convergence of Stochastic Iterative Dynamic Programming Algorithms
Jaakkola, Tommi, Jordan, Michael I., Singh, Satinder P.
Increasing attention has recently been paid to algorithms based on dynamic programming (DP) due to the suitability of DP for learning problems involving control. In stochastic environments where the system being controlled is only incompletely known, however, a unifying theoretical account of these methods has been missing. In this paper we relate DPbased learning algorithms to the powerful techniques of stochastic approximation via a new convergence theorem, enabling us to establish a class of convergent algorithms to which both TD("\) and Q-Iearning belong. 1 INTRODUCTION Learning to predict the future and to find an optimal way of controlling it are the basic goals of learning systems that interact with their environment. A variety of algorithms are currently being studied for the purposes of prediction and control in incompletely specified, stochastic environments. Here we consider learning algorithms defined in Markov environments. There are actions or controls (u) available for the learner that affect both the state transition probabilities, and the probability distribution for the immediate, state dependent costs (Ci(u)) incurred by the learner.
Convergence of Indirect Adaptive Asynchronous Value Iteration Algorithms
Gullapalli, Vijaykumar, Barto, Andrew G.
Reinforcement Learning methods based on approximating dynamic programming (DP) are receiving increased attention due to their utility in forming reactive control policies for systems embedded in dynamic environments. Environments are usually modeled as controlled Markov processes, but when the environment model is not known a priori, adaptive methods are necessary. Adaptive control methods are often classified as being direct or indirect. Direct methods directly adapt the control policy from experience, whereas indirect methods adapt a model of the controlled process and compute control policies based on the latest model. Our focus is on indirect adaptive DPbased methods in this paper. We present a convergence result for indirect adaptive asynchronous value iteration algorithms for the case in which a lookup table is used to store the value function. Our result implies convergence of several existing reinforcement learning algorithms such as adaptive real-time dynamic programming (ARTDP) (Barto, Bradtke, & Singh, 1993) and prioritized sweeping (Moore & Atkeson, 1993). Although the emphasis of researchers studying DPbased reinforcement learning has been on direct adaptive methods such as Q-Learning (Watkins, 1989) and methods using TD algorithms (Sutton, 1988), it is not clear that these direct methods are preferable in practice to indirect methods such as those analyzed in this paper.
Packet Routing in Dynamically Changing Networks: A Reinforcement Learning Approach
Boyan, Justin A., Littman, Michael L.
The field of reinforcement learning has grown dramatically over the past several years, but with the exception of backgammon [8, 2], has had few successful applications to large-scale, practical tasks. This paper demonstrates that the practical task of routing packets through a communication network is a natural application for reinforcement learning algorithms.
Robust Reinforcement Learning in Motion Planning
Singh, Satinder P., Barto, Andrew G., Grupen, Roderic, Connolly, Christopher
While exploring to find better solutions, an agent performing online reinforcement learning (RL) can perform worse than is acceptable. In some cases, exploration might have unsafe, or even catastrophic, results, often modeled in terms of reaching'failure' states of the agent's environment. This paper presents a method that uses domain knowledge to reduce the number of failures during exploration. This method formulates the set of actions from which the RL agent composes a control policy to ensure that exploration is conducted in a policy space that excludes most of the unacceptable policies. The resulting action set has a more abstract relationship to the task being solved than is common in many applications of RL. Although the cost of this added safety is that learning may result in a suboptimal solution, we argue that this is an appropriate tradeoff in many problems. We illustrate this method in the domain of motion planning. "'This work was done while the first author was finishing his Ph.D in computer science at the University of Massachusetts, Amherst.
Exploiting Chaos to Control the Future
Flake, Gary W., Sun, Guo-Zhen, Lee, Yee-Chun
Recently, Ott, Grebogi and Yorke (OGY) [6] found an effective method to control chaotic systems to unstable fixed points by using only small control forces; however, OGY's method is based on and limited to a linear theory and requires considerable knowledge of the dynamics of the system to be controlled. In this paper we use two radial basis function networks: one as a model of an unknown plant and the other as the controller. The controller is trained with a recurrent learning algorithm to minimize a novel objective function such that the controller can locate an unstable fixed point and drive the system into the fixed point with no a priori knowledge of the system dynamics. Our results indicate that the neural controller offers many advantages over OGY's technique.
Foraging in an Uncertain Environment Using Predictive Hebbian Learning
Montague, P. Read, Dayan, Peter, Sejnowski, Terrence J.
Survival is enhanced by an ability to predict the availability of food, the likelihood of predators, and the presence of mates. We present a concrete model that uses diffuse neurotransmitter systems to implement a predictive version of a Hebb learning rule embedded in a neural architecture based on anatomical and physiological studies on bees. The model captured the strategies seen in the behavior of bees and a number of other animals when foraging in an uncertain environment. The predictive model suggests a unified way in which neuromodulatory influences can be used to bias actions and control synaptic plasticity. Successful predictions enhance adaptive behavior by allowing organisms to prepare for future actions, rewards, or punishments. Moreover, it is possible to improve upon behavioral choices if the consequences of executing different actions can be reliably predicted. Although classical and instrumental conditioning results from the psychological literature [1] demonstrate that the vertebrate brain is capable of reliable prediction, how these predictions are computed in brains is not yet known. The brains of vertebrates and invertebrates possess small nuclei which project axons throughout large expanses of target tissue and deliver various neurotransmitters such as dopamine, norepinephrine, and acetylcholine [4]. The activity in these systems may report on reinforcing stimuli in the world or may reflect an expectation of future reward [5, 6,7,8].
An Analog VLSI Saccadic Eye Movement System
Horiuchi, Timothy K., Bishofberger, Brooks, Koch, Christof
In an effort to understand saccadic eye movements and their relation to visual attention and other forms of eye movements, we - in collaboration with a number of other laboratories - are carrying out a large-scale effort to design and build a complete primate oculomotor system using analog CMOS VLSI technology. Using this technology, a low power, compact, multi-chip system has been built which works in real-time using real-world visual inputs. We describe in this paper the performance of an early version of such a system including a 1-D array of photoreceptors mimicking the retina, a circuit computing the mean location of activity representing the superior colliculus, a saccadic burst generator, and a one degree-of-freedom rotational platform which models the dynamic properties of the primate oculomotor plant. 1 Introduction When we look around our environment, we move our eyes to center and stabilize objects of interest onto our fovea. In order to achieve this, our eyes move in quick jumps with short pauses in between. These quick jumps (up to 750 deg/sec in humans) are known as saccades and are seen in both exploratory eye movements and as reflexive eye movements in response to sudden visual, auditory, or somatosensory stimuli. Since the intent of the saccade is to bring new objects of interest onto the fovea, it can be considered a primitive attentional mechanism.
Odor Processing in the Bee: A Preliminary Study of the Role of Central Input to the Antennal Lobe
Linster, Christiane, Marsan, David, Masson, Claudine, Kerszberg, Michel
Based on precise anatomical data of the bee's olfactory system, we propose an investigation of the possible mechanisms of modulation and control between the two levels of olfactory information processing: the antennallobe glomeruli and the mushroom bodies. We use simplified neurons, but realistic architecture. As a first conclusion, we postulate that the feature extraction performed by the antennallobe (glomeruli and interneurons) necessitates central input from the mushroom bodies for fine tuning.