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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.
Digital Boltzmann VLSI for constraint satisfaction and learning
Murray, Michael, Leung, Ming-Tak, Boonyanit, Kan, Kritayakirana, Kong, Burg, James B., Wolff, Gregory J., Watanabe, Tokahiro, Schwartz, Edward, Stork, David G., Peterson, Allen M.
We built a high-speed, digital mean-field Boltzmann chip and SBus board for general problems in constraint satjsfaction and learning. Each chip has 32 neural processors and 4 weight update processors, supporting an arbitrary topology of up to 160 functional neurons. On-chip learning is at a theoretical maximum rate of 3.5 x 10
Amplifying and Linearizing Apical Synaptic Inputs to Cortical Pyramidal Cells
Bernander, รjvind, Koch, Christof, Douglas, Rodney J.
About half the pyramidal neurons in layer 5 of neocortex have long apical dendrites that arborize extensively in layers 1-3. There the dendrites receive synaptic input from the inter-areal feedback projections (Felleman and van Essen, 1991) that play an important role in many models of brain function (Rockland and Virga, 1989). At first sight this seems to be an unsatisfactory arrangement. In light of traditional passive models of dendritic function the distant inputs cannot have a significant effect on the output discharge of the pyramidal cell. The distal inputs are at least one to two space constants removed from the soma in layer 5 and so only a small fraction of the voltage signal will reach there.
Neural Network Methods for Optimization Problems
In a talk entitled "Trajectory Control of Convergent Networks with applications to TSP", Natan Peterfreund (Computer Science, Technion) dealt with the problem of controlling the trajectories of continuous convergent neural networks models for solving optimization problems, without affecting their equilibria set and their convergence properties. Natan presented a class of feedback control functions which achieve this objective, while also improving the convergence rates. A modified Hopfield and Tank neural network model, developed through the proposed feedback approach, was found to substantially improve the results of the original model in solving the Traveling Salesman Problem. The proposed feedback overcame the 2n symmetric property of the TSP problem. In a talk entitled "Training Feedforward Neural Networks quickly and accurately using Very Fast Simulated Reannealing Methods", Bruce Rosen (Asst.
Recovering a Feed-Forward Net From Its Output
Fefferman, Charles, Markel, Scott
We study feed-forward nets with arbitrarily many layers, using the standard sigmoid, tanh x. Aside from technicalities, our theorems are: 1. Complete knowledge of the output of a neural net for arbitrary inputs uniquely specifies the architecture, weights and thresholds; and 2. There are only finitely many critical points on the error surface for a generic training problem. Neural nets were originally introduced as highly simplified models of the nervous system. Today they are widely used in technology and studied theoretically by scientists from several disciplines. However, they remain little understood.
When will a Genetic Algorithm Outperform Hill Climbing
Mitchell, Melanie, Holland, John H., Forrest, Stephanie
We analyze a simple hill-climbing algorithm (RMHC) that was previously shown to outperform a genetic algorithm (GA) on a simple "Royal Road" function. We then analyze an "idealized" genetic algorithm (IGA) that is significantly faster than RMHC and that gives a lower bound for GA speed. We identify the features of the IGA that give rise to this speedup, and discuss how these features can be incorporated into a real GA. 1 INTRODUCTION Our goal is to understand the class of problems for which genetic algorithms (GA) are most suited, and in particular, for which they will outperform other search algorithms. Several studies have empirically compared GAs with other search and optimization methods such as simple hill-climbing (e.g., Davis, 1991), simulated annealing (e.g., Ingber & Rosen, 1992), linear, nonlinear, and integer programming techniques, and other traditional optimization techniques (e.g., De Jong, 1975). However, such comparisons typically compare one version of the GA with a second algorithm on a single problem or set of problems, often using performance criteria which may not be appropriate.
Encoding Labeled Graphs by Labeling RAAM
In this paper we propose an extension to the RAAM by Pollack. This extension, the Labeling RAAM (LRAAM), can encode labeled graphs with cycles by representing pointers explicitly. Data encoded in an LRAAM can be accessed by pointer as well as by content. Direct access by content can be achieved by transforming the encoder network of the LRAAM into an analog Hopfield network with hidden units. Different access procedures can be defined depending on the access key. Sufficient conditions on the asymptotical stability of the associated Hopfield network are briefly introduced. 1 INTRODUCTION In the last few years, several researchers have tried to demonstrate how symbolic structures such as lists, trees, and stacks can be represented and manipulated in a connectionist system, while still preserving all the computational characteristics of connectionism (and extending them to the symbolic representations) (Hinton, 1990; Plate, 1991; Pollack, 1990; Smolensky, 1990; Touretzky, 1990).
A Local Algorithm to Learn Trajectories with Stochastic Neural Networks
This paper presents a simple algorithm to learn trajectories with a continuous time, continuous activation version of the Boltzmann machine. The algorithm takes advantage of intrinsic Brownian noise in the network to easily compute gradients using entirely local computations. The algorithm may be ideal for parallel hardware implementations. This paper presents a learning algorithm to train continuous stochastic networks to respond with desired trajectories in the output units to environmental input trajectories. This is a task, with potential applications to a variety of problems such as stochastic modeling of neural processes, artificial motor control, and continuous speech recognition.
An Analog VLSI Model of Central Pattern Generation in the Leech
The biological network is small and relatively well understood, and the silicon model can therefore span three levels of organization in the leech nervous system (neuron, ganglion, system); it represents one of the first comprehensive models of leech swimming operating in real-time. The circuit employs biophysically motivated analog neurons networked to form multiple biologically inspired silicon ganglia. These ganglia are coupled using known interganglionic connections. Thus the model retains the flavor of its biological counterpart, and though simplified, the output of the silicon circuit is similar to the output of the leech swim central pattern generator. The model operates on the same time-and spatial-scale as the leech nervous system and will provide an excellent platform with which to explore real-time adaptive locomotion in the leech and other "simple" invertebrate nervous systems.