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Reinforcement Learning Based on On-Line EM Algorithm
On the other hand, applications to continuous state/action problems (Werbos, 1990; Doya, 1996; Sofge & White, 1992) are much more difficult than the finite state/action cases. Good function approximation methods and fast learning algorithms are crucial for successful applications. In this article, we propose a new RL method that has the above-mentioned two features. This method is based on an actor-critic architecture (Barto et al., 1983), although the detailed implementations of the actor and the critic are quite differ- Reinforcement Learning Based on On-Line EM Algorithm 1053 ent from those in the original actor-critic model. The actor and the critic in our method estimate a policy and a Q-function, respectively, and are approximated by Normalized Gaussian Networks (NGnet) (l'doody & Darken, 1989).
A Neuromorphic Monaural Sound Localizer
Harris, John G., Pu, Chiang-Jung, Prรญncipe, Josรฉ Carlos
We describe the first single microphone sound localization system and its inspiration from theories of human monaural sound localization. Reflections and diffractions caused by the external ear (pinna) allow humans to estimate sound source elevations using only one ear. Our single microphone localization model relies on a specially shaped reflecting structure that serves the role of the pinna. Specially designed analog VLSI circuitry uses echo-time processing to localize the sound. A CMOS integrated circuit has been designed, fabricated, and successfully demonstrated on actual sounds. 1 Introduction The principal cues for human sound localization arise from time and intensity differences between the signals received at the two ears. For low-frequency components of sounds (below 1500Hz for humans), the phase-derived interaural time difference (lTD) can be used to localize the sound source. For these frequencies, the sound wavelength is at least several times larger than the head and the amount of shadowing (which depends on the wavelength of the sound compared with the dimensions of the head) is negligible.
Fast Neural Network Emulation of Dynamical Systems for Computer Animation
Grzeszczuk, Radek, Terzopoulos, Demetri, Hinton, Geoffrey E.
Computer animation through the numerical simulation of physics-based graphics models offers unsurpassed realism, but it can be computationally demanding. This paper demonstrates the possibility of replacing the numerical simulation of nontrivial dynamic models with a dramatically more efficient "NeuroAnimator" that exploits neural networks. NeuroAnimators are automatically trained off-line to emulate physical dynamics through the observation of physics-based models in action. Depending on the model, its neural network emulator can yield physically realistic animation one or two orders of magnitude faster than conventional numerical simulation. We demonstrate NeuroAnimators for a variety of physics-based models.
Robust, Efficient, Globally-Optimized Reinforcement Learning with the Parti-Game Algorithm
Al-Ansari, Mohammad A., Williams, Ronald J.
Parti-game (Moore 1994a; Moore 1994b; Moore and Atkeson 1995) is a reinforcement learning (RL) algorithm that has a lot of promise in overcoming the curse of dimensionality that can plague RL algorithms when applied to high-dimensional problems. In this paper we introduce modifications to the algorithm that further improve its performance and robustness. In addition, while parti-game solutions can be improved locally by standard local path-improvement techniques, we introduce an add-on algorithm in the same spirit as parti-game that instead tries to improve solutions in a non-local manner. 1 INTRODUCTION Parti-game operates on goal problems by dynamically partitioning the space into hyperrectangular cells of varying sizes, represented using a k-d tree data structure. It assumes the existence of a pre-specified local controller that can be commanded to proceed from the current state to a given state. The algorithm uses a game-theoretic approach to assign costs to cells based on past experiences using a minimax algorithm.
Learning Nonlinear Dynamical Systems Using an EM Algorithm
Ghahramani, Zoubin, Roweis, Sam T.
The Expectation-Maximization (EM) algorithm is an iterative procedure for maximum likelihood parameter estimation from data sets with missing or hidden variables [2]. It has been applied to system identification in linear stochastic state-space models, where the state variables are hidden from the observer and both the state and the parameters of the model have to be estimated simultaneously [9]. We present a generalization of the EM algorithm for parameter estimation in nonlinear dynamical systems. The "expectation" step makes use of Extended Kalman Smoothing to estimate the state, while the "maximization" step re-estimates the parameters using these uncertain state estimates. In general, the nonlinear maximization step is difficult because it requires integrating out the uncertainty in the states.
Coding Time-Varying Signals Using Sparse, Shift-Invariant Representations
Lewicki, Michael S., Sejnowski, Terrence J.
A common way to represent a time series is to divide it into shortduration blocks, each of which is then represented by a set of basis functions. A limitation of this approach, however, is that the temporal alignment of the basis functions with the underlying structure in the time series is arbitrary. We present an algorithm for encoding a time series that does not require blocking the data. The algorithm finds an efficient representation by inferring the best temporal positions for functions in a kernel basis. These can have arbitrary temporal extent and are not constrained to be orthogonal.
Spike-Based Compared to Rate-Based Hebbian Learning
Kempter, Richard, Gerstner, Wulfram, Hemmen, J. Leo van
For example, a'Hebbian' (Hebb 1949) learning rule which is driven by the correlations between presynaptic and postsynaptic rates may be used to generate neuronal receptive fields (e.g., Linsker 1986, MacKay and Miller 1990, Wimbauer et al. 1997) with properties similar to those of real neurons. A rate-based description, however, neglects effects which are due to the pulse structure of neuronal signals.
Controlling the Complexity of HMM Systems by Regularization
Neukirchen, Christoph, Rigoll, Gerhard
This paper introduces a method for regularization ofHMM systems that avoids parameter overfitting caused by insufficient training data. Regularization is done by augmenting the EM training method by a penalty term that favors simple and smooth HMM systems. The penalty term is constructed as a mixture model of negative exponential distributions that is assumed to generate the state dependent emission probabilities of the HMMs. This new method is the successful transfer of a well known regularization approach in neural networks to the HMM domain and can be interpreted as a generalization of traditional state-tying for HMM systems. The effect of regularization is demonstrated for continuous speech recognition tasks by improving overfitted triphone models and by speaker adaptation with limited training data. 1 Introduction One general problem when constructing statistical pattern recognition systems is to ensure the capability to generalize well, i.e. the system must be able to classify data that is not contained in the training data set.
Viewing Classifier Systems as Model Free Learning in POMDPs
Hayashi, Akira, Suematsu, Nobuo
Classifier systems are now viewed disappointing because of their problems such as the rule strength vs rule set performance problem and the credit assignment problem. In order to solve the problems, we have developed a hybrid classifier system: GLS (Generalization Learning System). In designing GLS, we view CSs as model free learning in POMDPs and take a hybrid approach to finding the best generalization, given the total number of rules. GLS uses the policy improvement procedure by Jaakkola et al. for an locally optimal stochastic policy when a set of rule conditions is given. GLS uses GA to search for the best set of rule conditions. 1 INTRODUCTION Classifier systems (CSs) (Holland 1986) have been among the most used in reinforcement learning.