Goto

Collaborating Authors

 Country


The Parti-Game Algorithm for Variable Resolution Reinforcement Learning in Multidimensional State-Spaces

Neural Information Processing Systems

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.


Foraging in an Uncertain Environment Using Predictive Hebbian Learning

Neural Information Processing Systems

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].


Solvable Models of Artificial Neural Networks

Neural Information Processing Systems

Solvable models of nonlinear learning machines are proposed, and learning in artificial neural networks is studied based on the theory of ordinary differential equations. A learning algorithm is constructed, by which the optimal parameter can be found without any recursive procedure. The solvable models enable us to analyze the reason why experimental results by the error backpropagation often contradict the statistical learning theory.


Learning in Compositional Hierarchies: Inducing the Structure of Objects from Data

Neural Information Processing Systems

Model-based object recognition solves the problem of invariant recognition by relying on stored prototypes at unit scale positioned at the origin of an object-centered coordinate system. Elastic matching techniques are used to find a correspondence between features of the stored model and the data and can also compute the parameters of the transformation the observed instance has undergone relative to the stored model.



Constructive Learning Using Internal Representation Conflicts

Neural Information Processing Systems

The first class of network adaptation algorithms start out with a redundant architecture and proceed by pruning away seemingly unimportant weights (Sietsma and Dow, 1988; Le Cun et aI, 1990). A second class of algorithms starts off with a sparse architecture and grows the network to the complexity required by the problem. Several algorithms have been proposed for growing feedforward networks. The upstart algorithm of Frean (1990) and the cascade-correlation algorithm of Fahlman (1990) are examples of this approach.


Computational Elements of the Adaptive Controller of the Human Arm

Neural Information Processing Systems

We consider the problem of how the CNS learns to control dynamics of a mechanical system. By using a paradigm where a subject's hand interacts with a virtual mechanical environment, we show that learning control is via composition of a model of the imposed dynamics. Some properties of the computational elements with which the CNS composes this model are inferred through the generalization capabilities of the subject outside the training data.


Using Local Trajectory Optimizers to Speed Up Global Optimization in Dynamic Programming

Neural Information Processing Systems

Dynamic programming provides a methodology to plan trajectories and design controllers and estimators for nonlinear systems. However, general dynamic programming is computationally intractable. We have developed procedures that allow more complex planning problems to be solved. We have modified the State Increment Dynamic Programming approach of Larson (1968) in several ways: 1. In State Increment DP, a constant action is integrated to form a trajectory segment from the center of a cell to its boundary. We use second order local trajectory optimization (Differential Dynamic Programming) to generate an optimal trajectory and form an optimal policy in a tube surrounding the optimal trajectory within a cell. The trajectory segment and local policy are globally optimal, up to the resolution of the representation of the value function on the boundary of the cell.


Hoo Optimality Criteria for LMS and Backpropagation

Neural Information Processing Systems

This fact provides a theoretical justification of the widely observed excellent robustness properties of the LMS and backpropagation algorithms. We further discuss some implications of these results.


Classifying Hand Gestures with a View-Based Distributed Representation

Neural Information Processing Systems

We present a method for learning, tracking, and recognizing human hand gestures recorded by a conventional CCD camera without any special gloves or other sensors. A view-based representation is used to model aspects of the hand relevant to the trained gestures, and is found using an unsupervised clustering technique. We use normalized correlation networks, with dynamic time warping in the temporal domain, as a distance function for unsupervised clustering. Views are computed separably for space and time dimensions; the distributed response of the combination of these units characterizes the input data with a low dimensional representation. A supervised classification stage uses labeled outputs of the spatiotemporal units as training data. Our system can correctly classify gestures in real time with a low-cost image processing accelerator.