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Grammatical Bigrams

Neural Information Processing Systems

Unsupervised learning algorithms have been derived for several statistical modelsof English grammar, but their computational complexity makesapplying them to large data sets intractable. This paper presents a probabilistic model of English grammar that is much simpler than conventional models, but which admits an efficient EMtraining algorithm. The model is based upon grammatical bigrams, i.e., syntactic relationships between pairs of words. We present the results of experiments that quantify the representational adequacyof the grammatical bigram model, its ability to generalize from labelled data, and its ability to induce syntactic structure from large amounts of raw text. 1 Introduction One of the most significant challenges in learning grammars from raw text is keeping thecomputational complexity manageable. For example, the EM algorithm for the unsupervised training of Probabilistic Context-Free Grammars-known as the Inside-Outside algorithm-has been found in practice to be "computationally intractable for realistic problems" [1].


Stabilizing Value Function Approximation with the BFBP Algorithm

Neural Information Processing Systems

Our BFBP (Batch Fit to Best Paths) algorithm alternates between an exploration phase (during which trajectories are generated to try to find fragments of the optimal policy) and a function fitting phase (during which a function approximator is fit to the best known paths from start states to terminal states). An advantage of this approach is that batch value-function fitting is a global process, which allows it to address the tradeoffs in function approximation that cannot be handled by local, online algorithms.


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, whichis 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, inan appropriate way, a finite set of standard, scalar-reward learning algorithms. Sufficientconditions 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 bymulti-step, action-conditional predictions of future observations. Staterepresentations that are grounded in data in this way may be easier to learn, generalize better, and be less dependent onaccurate 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 ofthe 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

Sham Kakade Gatsby Computational Neuroscience Unit 17 Queen Square, London, UK WC1N 3AR http://www.gatsby.ucl.ac.uk sham@gatsby.ucl.ac.uk Abstract 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 ismoving 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 etal. 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. In this paper, we present a covariant gradient by defining a metric based on the underlying structure of the policy.


Multiagent Planning with Factored MDPs

Neural Information Processing Systems

We present a principled and efficient planning algorithm for cooperative multiagent dynamicsystems. 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 multiagentsystem 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. This factorization of the value function allows the agents to coordinate their actions at runtime using a natural message passing scheme. We provide a simple and efficient method for computing such an approximate value function by solving a single linear program, whosesize is determined by the interaction between the value function structure and the DBN. We thereby avoid the exponential blowup in the state and action space. We show that our approach compares favorably with approaches based on reward sharing. We also show that our algorithm is an efficient alternative tomore complicated algorithms even in the single agent case.



Convergence of Optimistic and Incremental Q-Learning

Neural Information Processing Systems

The first is the widely used optimistic Q-learning, which initializes the Q-values to large initial values and then follows a greedy policy with respect to the Q-values. We show that setting the initial value sufficiently large guarantees the converges to an E optimal policy. The second is a new and novel algorithm incremental Q-learning,which gradually promotes the values of actions that are not taken. We show that incremental Q-learning converges, in the limit, to the optimal policy. Our incremental Q-learning algorithm canbe viewed as derandomization of the E-greedy Q-learning. 1 Introduction One of the challenges of Reinforcement Learning is learning in an unknown environment.