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An Efficient, Exact Algorithm for Solving Tree-Structured Graphical Games

Neural Information Processing Systems

We describe a new algorithm for computing a Nash equilibrium in graphical games, a compact representation for multi-agent systems that we introduced in previous work. The algorithm is the first to compute equilibria both efficiently and exactly for a nontrivial class of graphical games. 1 Introduction Seeking to replicate the representational and computational benefits that graphical models have provided to probabilistic inference, several recent works have introduced graph-theoretic frameworks for the study of multi-agent systems (La Mura 2000; Koller and Milch 2001; Kearns et al. 2001). In the simplest of these formalisms, each vertex represents a single agent, and the edges represent pairwise interaction between agents. As with many familiar network models, the macroscopic behavior of a large system is thus implicitly described by its local interactions, and the computational challenge is to extract the global states of interest. Classical game theory is typically used to model multi-agent interactions, and the global states of interest are thus the so-called Nash equilibria, in which no agent has a unilateral incentive to deviate.


Learning from Infinite Data in Finite Time

Neural Information Processing Systems

We propose the following general method for scaling learning algorithms to arbitrarily large data sets. Upper-bound the loss L(Mii' M oo) between them as a function of ii, and then minimize the algorithm's time complexity f(ii) subject to the constraint that L(Moo, Mii) be at most f with probability at most 8. We apply this method to the EM algorithm for mixtures of Gaussians. Preliminary experiments on a series of large data sets provide evidence of the potential of this approach. On the other hand, they require large computational resources to learn from.


Stabilizing Value Function Approximation with the BFBP Algorithm

Neural Information Processing Systems

However, online RL algorithms such as SARSA(A) have been shown experimentally to have difficulty converging when applied with function approximators. Theoretical analysis has not been able to prove convergence, even in the case-of linear function approximators.


Efficient Resources Allocation for Markov Decision Processes

Neural Information Processing Systems

Assume that we model a complex decision-making problem under uncertainty by a finite MDP. Because of the limited resources used, the parameters of the MDP (transition probabilities and rewards) are uncertain: we assume that we only know a belief state over their possible values. IT we select the most probable values of the parameters, we can build a MDP and solve it to deduce the corresponding optimal policy. However, because of the uncertainty over the true parameters, this policy may not be the one that maximizes the expected cumulative rewards of the true (but partially unknown) decision-making problem. We can nevertheless use sampling techniques to estimate the expected loss of using this policy.


The Steering Approach for Multi-Criteria Reinforcement Learning

Neural Information Processing Systems

We consider the problem of learning to attain multiple goals in a dynamic environment, which is initially unknown. In addition, the environment may contain arbitrarily varying elements related to actions of other agents or to non-stationary moves of Nature. This problem is modelled as a stochastic (Markov) game between the learning agent and an arbitrary player, with a vector-valued reward function. The objective of the learning agent is to have its long-term average reward vector belong to a given target set. We devise an algorithm for achieving this task, which is based on the theory of approachability for stochastic games. This algorithm combines, in an appropriate way, a finite set of standard, scalar-reward learning algorithms. Sufficient conditions are given for the convergence of the learning algorithm to a general target set. The specialization of these results to the single-controller Markov decision problem are discussed as well.


Predictive Representations of State

Neural Information Processing Systems

We show that states of a dynamical system can be usefully represented by multi-step, action-conditional predictions of future observations. State representations that are grounded in data in this way may be easier to learn, generalize better, and be less dependent on accurate prior models than, for example, POMDP state representations. Building on prior work by Jaeger and by Rivest and Schapire, in this paper we compare and contrast a linear specialization of the predictive approach with the state representations used in POMDPs and in k-order Markov models. Ours is the first specific formulation of the predictive idea that includes both stochasticity and actions (controls). We show that any system has a linear predictive state representation with number of predictions no greater than the number of states in its minimal POMDP model.


Model-Free Least-Squares Policy Iteration

Neural Information Processing Systems

We propose a new approach to reinforcement learning which combines least squares function approximation with policy iteration. Our method is model-free and completely off policy. We are motivated by the least squares temporal difference learning algorithm (LSTD), which is known for its efficient use of sample experiences compared to pure temporal difference algorithms. LSTD is ideal for prediction problems, however it heretofore has not had a straightforward application to control problems. Moreover, approximations learned by LSTD are strongly influenced by the visitation distribution over states.


Incremental A*

Neural Information Processing Systems

Incremental search techniques find optimal solutions to series of similar search tasks much faster than is possible by solving each search task from scratch. While researchers have developed incremental versions of uninformed search methods, we develop an incremental version of A*. The first search of Lifelong Planning A* is the same as that of A* but all subsequent searches are much faster because it reuses those parts of the previous search tree that are identical to the new search tree. We then present experimental results that demonstrate the advantages of Lifelong Planning A* for simple route planning tasks.


A Natural Policy Gradient

Neural Information Processing Systems

We provide a natural gradient method that represents the steepest descent direction based on the underlying structure of the parameter space. Although gradient methods cannot make large changes in the values of the parameters, we show that the natural gradient is moving toward choosing a greedy optimal action rather than just a better action. These greedy optimal actions are those that would be chosen under one improvement step of policy iteration with approximate, compatible value functions, as defined by Sutton et al. [9]. We then show drastic performance improvements in simple MDPs and in the more challenging MDP of Tetris. 1 Introduction There has been a growing interest in direct policy-gradient methods for approximate planning in large Markov decision problems (MDPs). Unfortunately, the standard gradient descent rule is noncovariant.


Multiagent Planning with Factored MDPs

Neural Information Processing Systems

We present a principled and efficient planning algorithm for cooperative multiagent dynamic systems. A striking feature of our method is that the coordination and communication between the agents is not imposed, but derived directly from the system dynamics and function approximation architecture. We view the entire multiagent system as a single, large Markov decision process (MDP), which we assume can be represented in a factored way using a dynamic Bayesian network (DBN). The action space of the resulting MDP is the joint action space of the entire set of agents. Our approach is based on the use of factored linear value functions as an approximation to the joint value function.