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 Reinforcement Learning


Finding Structure in Reinforcement Learning

Neural Information Processing Systems

Reinforcement learning addresses the problem of learning to select actions in order to maximize one's performance in unknown environments. To scale reinforcement learning to complex real-world tasks, such as typically studied in AI, one must ultimately be able to discover the structure in the world, in order to abstract away the myriad of details and to operate in more tractable problem spaces. This paper presents the SKILLS algorithm. SKILLS discovers skills, which are partially defined action policies that arise in the context of multiple, related tasks. They are learned by minimizing the com(cid:173) pactness of action policies, using a description length argument on their representation.


Dynamic Modelling of Chaotic Time Series with Neural Networks

Neural Information Processing Systems

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.


Advantage Updating Applied to a Differential Game

Neural Information Processing Systems

An application of reinforcement learning to a linear-quadratic, differential game is presented. The reinforcement learning system uses a recently developed algorithm, the residual gradient form of advantage updating. The game is a Markov Decision Process (MDP) with continuous time, states, and actions, linear dynamics, and a quadratic cost function. The game consists of two players, a missile and a plane; the missile pursues the plane and the plane evades the missile. The reinforcement learning algorithm for optimal control is modified for differential games in order to find the minimax point, rather than the maximum.


Reinforcement Learning with Soft State Aggregation

Neural Information Processing Systems

It is widely accepted that the use of more compact representations than lookup tables is crucial to scaling reinforcement learning (RL) algorithms to real-world problems. Unfortunately almost all of the theory of reinforcement learning assumes lookup table representa(cid:173) tions. In this paper we address the pressing issue of combining function approximation and RL, and present 1) a function approx(cid:173) imator based on a simple extension to state aggregation (a com(cid:173) monly used form of compact representation), namely soft state aggregation, 2) a theory of convergence for RL with arbitrary, but fixed, soft state aggregation, 3) a novel intuitive understanding of the effect of state aggregation on online RL, and 4) a new heuristic adaptive state aggregation algorithm that finds improved compact representations by exploiting the non-discrete nature of soft state aggregation. Preliminary empirical results are also presented.


An Actor/Critic Algorithm that is Equivalent to Q-Learning

Neural Information Processing Systems

We prove the convergence of an actor/critic algorithm that is equiv(cid:173) alent to Q-Iearning by construction. Its equivalence is achieved by encoding Q-values within the policy and value function of the ac(cid:173) tor and critic. The resultant actor/critic algorithm is novel in two ways: it updates the critic only when the most probable action is executed from any given state, and it rewards the actor using cri(cid:173) teria that depend on the relative probability of the action that was executed.


Reinforcement Learning Algorithm for Partially Observable Markov Decision Problems

Neural Information Processing Systems

Increasing attention has been paid to reinforcement learning algo(cid:173) rithms in recent years, partly due to successes in the theoretical analysis of their behavior in Markov environments. If the Markov assumption is removed, however, neither generally the algorithms nor the analyses continue to be usable. We propose and analyze a new learning algorithm to solve a certain class of non-Markov decision problems. Our algorithm applies to problems in which the environment is Markov, but the learner has restricted access to state information. The algorithm involves a Monte-Carlo pol(cid:173) icy evaluation combined with a policy improvement method that is similar to that of Markov decision problems and is guaranteed to converge to a local maximum.


A Novel Reinforcement Model of Birdsong Vocalization Learning

Neural Information Processing Systems

Songbirds learn to imitate a tutor song through auditory and motor learn(cid:173) ing. We have developed a theoretical framework for song learning that accounts for response properties of neurons that have been observed in many of the nuclei that are involved in song learning. Specifically, we suggest that the anteriorforebrain pathway, which is not needed for song production in the adult but is essential for song acquisition, provides synaptic perturbations and adaptive evaluations for syllable vocalization learning. A computer model based on reinforcement learning was con(cid:173) structed that could replicate a real zebra finch song with 90% accuracy based on a spectrographic measure. The second generation of the bird(cid:173) song model replicated the tutor song with 96% accuracy.


Reinforcement Learning Methods for Continuous-Time Markov Decision Problems

Neural Information Processing Systems

Semi-Markov Decision Problems are continuous time generaliza(cid:173) tions of discrete time Markov Decision Problems. A number of reinforcement learning algorithms have been developed recently for the solution of Markov Decision Problems, based on the ideas of asynchronous dynamic programming and stochastic approxima(cid:173) tion. Among these are TD(,x), Q-Iearning, and Real-time Dynamic Programming. After reviewing semi-Markov Decision Problems and Bellman's optimality equation in that context, we propose al(cid:173) gorithms similar to those named above, adapted to the solution of semi-Markov Decision Problems. We demonstrate these algorithms by applying them to the problem of determining the optimal con(cid:173) trol for a simple queueing system.


Stable Fitted Reinforcement Learning

Neural Information Processing Systems

Imagine an agent acting in some environment. At time t, the environment is in some state Xt chosen from a finite set of states. The agent perceives Xt, and is allowed to choose an action at from some finite set of actions. The environment then changes state, so that at time (t 1) it is in a new state Xt 1 chosen from a probability distribution which depends only on Xt and at. Meanwhile, the agent experiences a real-valued cost Ct, chosen from a distribution which also depends only on Xt and at and which has finite mean and variance.


How Perception Guides Production in Birdsong Learning

Neural Information Processing Systems

A c.:omputational model of song learning in the song sparrow (M elospiza melodia) learns to categorize the different syllables of a song sparrow song and uses this categorization to train itself to reproduce song. The model fills a crucial gap in the computational explanation of birdsong learning by exploring the organization of perception in songbirds. It shows how competitive learning may lead to the organization of a specific nucleus in the bird brain, replicates the song production results of a previous model (Doya and Sejnowski, 1995), and demonstrates how perceptual learning can guide production through reinforcement learning.