Reinforcement Learning
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This paper proposes to use random projections as a proxy to learn BEBFs (Bellman Error Basis Functions). Given a (high dimensional) set of features and the currently estimated value function, the features are (randomly) projected on a smaller space, and the temporal differences errors (related to the currently estimated value function) are regressed on these projected features. The (scalar) regressed function is then added to the set of features used to estimate the value function. A finite sample analysis is conducted, the main result showing that if the Bellman residual is linear in the (high dimensional) features, then the Bellman error can be well regressed on the compressed space (depending notably on the size of this space and on the number of samples). The authors also use this result to provide some guarantee on the estimated value function.
Bellman Error Based Feature Generation using Random Projections on Sparse Spaces
This paper addresses the problem of automatic generation of features for value function approximation in reinforcement learning. Bellman Error Basis Functions (BEBFs) have been shown to improve policy evaluation, with a convergence rate similar to that of value iteration. We propose a simple, fast and robust algorithm based on random projections, which generates BEBFs for sparse feature spaces. We provide a finite sample analysis of the proposed method, and prove that projections logarithmic in the dimension of the original space guarantee a contraction in the error. Empirical results demonstrate the strength of this method in domains in which choosing a good state representation is challenging.
Approximate Dynamic Programming Finally Performs Well in the Game of Tetris
Tetris is a video game that has been widely used as a benchmark for various optimization techniques including approximate dynamic programming (ADP) algorithms. A look at the literature of this game shows that while ADP algorithms that have been (almost) entirely based on approximating the value function (value function based) have performed poorly in Tetris, the methods that search directly in the space of policies by learning the policy parameters using an optimization black box, such as the cross entropy (CE) method, have achieved the best reported results. This makes us conjecture that Tetris is a game in which good policies are easier to represent, and thus, learn than their corresponding value functions. So, in order to obtain a good performance with ADP, we should use ADP algorithms that search in a policy space, instead of the more traditional ones that search in a value function space. In this paper, we put our conjecture to test by applying such an ADP algorithm, called classification-based modified policy iteration (CBMPI), to the game of Tetris. Our experimental results show that for the first time an ADP algorithm, namely CBMPI, obtains the best results reported in the literature for Tetris in both small 10 10 and large 10 20 boards. Although the CBMPI's results are similar to those of the CE method in the large board, CBMPI uses considerably fewer (almost 1/6) samples (calls to the generative model) than CE.
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Summary: this paper gives a regret analysis for an episodic reinforcement learning motivated by posterior sampling (as known as Thompson sampling). The idea is to sample, from the posterior, an MDP model at the beginning of each episode, follow this MDP's optimal policy in that episode, update the model posterior, and then repeat. In the past, despite good empirical performance, this algorithm (called PSRL) remains a heuristic approach without strong theoretical guarantees. This paper provides the first regret analysis, with a bound of O(\tau * S * \sqrt{A * T}), where H is the length of the episode and T is the total number of stpes. Numerical experiments on very simple MDPs show PSRL significantly outperform the other algorithm UCRL2 that enjoys a similar regret bound.
More Efficient Reinforcement Learning via Posterior Sampling
Most provably-efficient reinforcement learning algorithms introduce optimism about poorly-understood states and actions to encourage exploration. We study an alternative approach for efficient exploration: posterior sampling for reinforcement learning (PSRL). This algorithm proceeds in repeated episodes of known duration. At the start of each episode, PSRL updates a prior distribution over Markov decision processes and takes one sample from this posterior. PSRL then follows the policy that is optimal for this sample during the episode. The algorithm is conceptually simple, computationally efficient and allows an agent to encode prior knowledge in a natural way. We establish an Õ(τS AT) bound on expected regret, where T is time, τ is the episode length and S and A are the cardinalities of the state and action spaces. This bound is one of the first for an algorithm not based on optimism, and close to the state of the art for any reinforcement learning algorithm. We show through simulation that PSRL significantly outperforms existing algorithms with similar regret bounds.
Reward Mapping for Transfer in Long-Lived Agents
We consider how to transfer knowledge from previous tasks (MDPs) to a current task in long-lived and bounded agents that must solve a sequence of tasks over a finite lifetime. A novel aspect of our transfer approach is that we reuse reward functions. While this may seem counterintuitive, we build on the insight of recent work on the optimal rewards problem that guiding an agent's behavior with reward functions other than the task-specifying reward function can help overcome computational bounds of the agent. Specifically, we use good guidance reward functions learned on previous tasks in the sequence to incrementally train a reward mapping function that maps task-specifying reward functions into good initial guidance reward functions for subsequent tasks. We demonstrate that our approach can substantially improve the agent's performance relative to other approaches, including an approach that transfers policies.
Optimistic policy iteration and natural actor-critic: A unifying view and a non-optimality result
Approximate dynamic programming approaches to the reinforcement learning problem are often categorized into greedy value function methods and value-based policy gradient methods. As our first main result, we show that an important subset of the latter methodology is, in fact, a limiting special case of a general formulation of the former methodology; optimistic policy iteration encompasses not only most of the greedy value function methods but also natural actor-critic methods, and permits one to directly interpolate between them. The resulting continuum adjusts the strength of the Markov assumption in policy improvement and, as such, can be seen as dual in spirit to the continuum in TD(λ)-style algorithms in policy evaluation. As our second main result, we show for a substantial subset of softgreedy value function approaches that, while having the potential to avoid policy oscillation and policy chattering, this subset can never converge toward an optimal policy, except in a certain pathological case. Consequently, in the context of approximations (either in state estimation or in value function representation), the majority of greedy value function methods seem to be deemed to suffer either from the risk of oscillation/chattering or from the presence of systematic sub-optimality.
Design Principles of the Hippocampal Cognitive Map Kimberly L. Stachenfeld 1, Matthew M. Botvinick
Hippocampal place fields have been shown to reflect behaviorally relevant aspects of space. For instance, place fields tend to be skewed along commonly traveled directions, they cluster around rewarded locations, and they are constrained by the geometric structure of the environment. We hypothesize a set of design principles for the hippocampal cognitive map that explain how place fields represent space in a way that facilitates navigation and reinforcement learning. In particular, we suggest that place fields encode not just information about the current location, but also predictions about future locations under the current transition distribution. Under this model, a variety of place field phenomena arise naturally from the structure of rewards, barriers, and directional biases as reflected in the transition policy. Furthermore, we demonstrate that this representation of space can support efficient reinforcement learning. We also propose that grid cells compute the eigendecomposition of place fields in part because is useful for segmenting an enclosure along natural boundaries. When applied recursively, this segmentation can be used to discover a hierarchical decomposition of space. Thus, grid cells might be involved in computing subgoals for hierarchical reinforcement learning.
Weighted importancesampling for off-policy learning with linear function approximation
Importance sampling is an essential component of off-policy model-free reinforcement learning algorithms. However, its most effective variant, weighted importance sampling, does not carry over easily to function approximation and, because of this, it is not utilized in existing off-policy learning algorithms. In this paper, we take two steps toward bridging this gap. First, we show that weighted importance sampling can be viewed as a special case of weighting the error of individual training samples, and that this weighting has theoretical and empirical benefits similar to those of weighted importance sampling. Second, we show that these benefits extend to a new weighted-importance-sampling version of offpolicy LSTD(). We show empirically that our new WIS-LSTD() algorithm can result in much more rapid and reliable convergence than conventional off-policy LSTD() (Yu 2010, Bertsekas & Yu 2009).