Reinforcement Learning
Reinforcement Learning Applied to Linear Quadratic Regulation
Recent research on reinforcement learning has focused on algo(cid:173) rithms based on the principles of Dynamic Programming (DP). One of the most promising areas of application for these algo(cid:173) rithms is the control of dynamical systems, and some impressive results have been achieved. However, there are significant gaps between practice and theory. In particular, there are no con ver(cid:173) gence proofs for problems with continuous state and action spaces, or for systems involving non-linear function approximators (such as multilayer perceptrons). This paper presents research applying DP-based reinforcement learning theory to Linear Quadratic Reg(cid:173) ulation (LQR), an important class of control problems involving continuous state and action spaces and requiring a simple type of non-linear function approximator. We describe an algorithm based on Q-Iearning that is proven to converge to the optimal controller for a large class of LQR problems.
Q-Learning with Hidden-Unit Restarting
Platt's resource-allocation network (RAN) (Platt, 1991a, 1991b) is modified for a reinforcement-learning paradigm and to "restart" existing hidden units rather than adding new units. After restart(cid:173) ing, units continue to learn via back-propagation. The resulting restart algorithm is tested in a Q-Iearning network that learns to solve an inverted pendulum problem. Solutions are found faster on average with the restart algorithm than without it.
The Parti-Game Algorithm for Variable Resolution Reinforcement Learning in Multidimensional State-Spaces
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 geom(cid:173) etry techniques to efficiently and reactively concentrate high reso(cid:173) lution only on critical areas. Many simulated problems have been tested, ranging from 2-dimensional to 9-dimensional state-spaces, including mazes, path planning, non-linear dynamics, and uncurl(cid:173) ing snake robots in restricted spaces. In all cases, a good solution is found in less than twenty trials and a few minutes.
Temporal Difference Learning of Position Evaluation in the Game of Go
The game of Go has a high branching factor that defeats the tree search approach used in computer chess, and long-range spa(cid:173) tiotemporal interactions that make position evaluation extremely difficult. Development of conventional Go programs is hampered by their knowledge-intensive nature. We demonstrate a viable alternative by training networks to evaluate Go positions via tem(cid:173) poral difference (TD) learning. Our approach is based on network architectures that reflect the spatial organization of both input and reinforcement signals on the Go board, and training protocols that provide exposure to competent (though unlabelled) play. These techniques yield far better performance than undifferentiated networks trained by self(cid:173) play alone.
Convergence of Indirect Adaptive Asynchronous Value Iteration Algorithms
Reinforcement Learning methods based on approximating dynamic programming (DP) are receiving increased attention due to their utility in forming reactive control policies for systems embedded in dynamic environments. Environments are usually modeled as controlled Markov processes, but when the environment model is not known a priori, adaptive methods are necessary. Adaptive con(cid:173) trol methods are often classified as being direct or indirect. Direct methods directly adapt the control policy from experience, whereas indirect methods adapt a model of the controlled process and com(cid:173) pute control policies based on the latest model. Our focus is on indirect adaptive DP-based methods in this paper.
Packet Routing in Dynamically Changing Networks: A Reinforcement Learning Approach
This paper describes the Q-routing algorithm for packet routing, in which a reinforcement learning module is embedded into each node of a switching network. Only local communication is used by each node to keep accurate statistics on which routing decisions lead to minimal delivery times. In simple experiments involving a 36-node, irregularly connected network, Q-routing proves supe(cid:173) rior to a nonadaptive algorithm based on precomputed shortest paths and is able to route efficiently even when critical aspects of the simulation, such as the network load, are allowed to vary dy(cid:173) namically. The paper concludes with a discussion of the tradeoff between discovering shortcuts and maintaining stable policies.
Robust Reinforcement Learning in Motion Planning
While exploring to find better solutions, an agent performing on(cid:173) line reinforcement learning (RL) can perform worse than is accept(cid:173) able. In some cases, exploration might have unsafe, or even catas(cid:173) trophic, results, often modeled in terms of reaching'failure' states of the agent's environment. This paper presents a method that uses domain knowledge to reduce the number of failures during explo(cid:173) ration. This method formulates the set of actions from which the RL agent composes a control policy to ensure that exploration is conducted in a policy space that excludes most of the unacceptable policies. The resulting action set has a more abstract relationship to the task being solved than is common in many applications of RL.
Generalization in Reinforcement Learning: Safely Approximating the Value Function
A straightforward approach to the curse of dimensionality in re(cid:173) inforcement learning and dynamic programming is to replace the lookup table with a generalizing function approximator such as a neu(cid:173) ral net. Although this has been successful in the domain of backgam(cid:173) mon, there is no guarantee of convergence. In this paper, we show that the combination of dynamic programming and function approx(cid:173) imation is not robust, and in even very benign cases, may produce an entirely wrong policy. We then introduce Grow-Support, a new algorithm which is safe from divergence yet can still reap the benefits of successful generalization .
Instance-Based State Identification for Reinforcement Learning
When a robot's next course of action depends on information that is hidden from the sensors because of problems such as occlusion, restricted range, bounded field of view and limited attention, the robot suffers from hidden state. More formally, we say a reinforcement learning agent suffers from the hidden state problem if the agent's state representation is non-Markovian with respect to actions and utility. The hidden state problem arises as a case of perceptual aliasing: the mapping be(cid:173) tween states of the world and sensations of the agent is not one-to-one [Whitehead, 1992]. If the agent's perceptual system produces the same outputs for two world states in which different actions are required, and if the agent's state representation consists only of its percepts, then the agent will fail to choose correct actions. Note that even if an agent's state representation includes some internal state beyond its
Reinforcement Learning Predicts the Site of Plasticity for Auditory Remapping in the Barn Owl
The auditory system of the barn owl contains several spatial maps. In young barn owls raised with optical prisms over their eyes, these auditory maps are shifted to stay in register with the visual map, suggesting that the visual input imposes a frame of reference on the auditory maps. However, the optic tectum, the first site of convergence of visual with auditory information, is not the site of plasticity for the shift of the auditory maps; the plasticity occurs instead in the inferior colliculus, which contains an auditory map and projects into the optic tectum. We explored a model of the owl remapping in which a global reinforcement signal whose delivery is controlled by visual foveation. A hebb learning rule gated by rein(cid:173) forcement learned to appropriately adjust auditory maps. In addi(cid:173) tion, reinforcement learning preferentially adjusted the weights in the inferior colliculus, as in the owl brain, even though the weights were allowed to change throughout the auditory system.