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 Reinforcement Learning


Learning from Demonstration

Neural Information Processing Systems

By now it is widely accepted that learning a task from scratch, i.e., without any prior knowledge, is a daunting undertaking. Humans, however, rarely at(cid:173) tempt to learn from scratch. They extract initial biases as well as strategies how to approach a learning problem from instructions and/or demonstrations of other humans. For learning control, this paper investigates how learning from demonstration can be applied in the context of reinforcement learning. We consider priming the Q-function, the value function, the policy, and the model of the task dynamics as possible areas where demonstrations can speed up learning.


Learning Decision Theoretic Utilities through Reinforcement Learning

Neural Information Processing Systems

Probability models can be used to predict outcomes and compensate for missing data, but even a perfect model cannot be used to make decisions unless the utility of the outcomes, or preferences between them, are also provided. This arises in many real-world problems, such as medical di(cid:173) agnosis, where the cost of the test as well as the expected improvement in the outcome must be considered. Relatively little work has been done on learning the utilities of outcomes for optimal decision making. In this paper, we show how temporal-difference reinforcement learning (TO(Aยป can be used to determine decision theoretic utilities within the context of a mixture model and apply this new approach to a problem in medical di(cid:173) agnosis. TO( A) learning of utilities reduces the number of tests that have to be done to achieve the same level of performance compared with the probability model alone, which results in significant cost savings and in(cid:173) creased efficiency.


Why did TD-Gammon Work?

Neural Information Processing Systems

Although TD-Gammon is one of the major successes in machine learn(cid:173) ing, it has not led to similar impressive breakthroughs in temporal dif(cid:173) ference learning for other applications or even other games. We were able to replicate some of the success of TD-Gammon, developing a competitive evaluation function on a 4000 parameter feed-forward neu(cid:173) ral network, without using back-propagation, reinforcement or temporal difference learning methods. Instead we apply simple hill-climbing in a relative fitness environment. These results and further analysis suggest that the surprising success of Tesauro's program had more to do with the co-evolutionary structure of the learning task and the dynamics of the backgammon game itself.


Reinforcement Learning for Dynamic Channel Allocation in Cellular Telephone Systems

Neural Information Processing Systems

In cellular telephone systems, an important problem is to dynami(cid:173) cally allocate the communication resource (channels) so as to max(cid:173) imize service in a stochastic caller environment. This problem is naturally formulated as a dynamic programming problem and we use a reinforcement learning (RL) method to find dynamic channel allocation policies that are better than previous heuristic solutions. The policies obtained perform well for a broad variety of call traf(cid:173) fic patterns. In cellular communication systems, an important problem is to allocate the com(cid:173) munication resource (bandwidth) so as to maximize the service provided to a set of mobile callers whose demand for service changes stochastically. A given geograph(cid:173) ical area is divided into mutually disjoint cells, and each cell serves the calls that are within its boundaries (see Figure 1a).


Multidimensional Triangulation and Interpolation for Reinforcement Learning

Neural Information Processing Systems

Dynamic Programming, Q-Iearning and other discrete Markov Decision Process solvers can be -applied to continuous d-dimensional state-spaces by quantizing the state space into an array of boxes. This is often problematic above two dimensions: a coarse quantization can lead to poor policies, and fine quantization is too expensive. Possible solutions are variable-resolution discretization, or function approximation by neural nets. A third option, which has been little studied in the reinforcement learning literature, is interpolation on a coarse grid. In this paper we study interpolation tech(cid:173) niques that can result in vast improvements in the online behavior of the resulting control systems: multilinear interpolation, and an interpolation algorithm based on an interesting regular triangulation of d-dimensional space.


Hippocampal Model of Rat Spatial Abilities Using Temporal Difference Learning

Neural Information Processing Systems

We provide a model of the standard watermaze task, and of a more challenging task involving novel platform locations, in which rats exhibit one-trial learning after a few days of training. The model uses hippocampal place cells to support reinforcement learning, and also, in an integrated manner, to build and use allocentric coordinates.


The Asymptotic Convergence-Rate of Q-learning

Neural Information Processing Systems

In this paper we show that for discounted MDPs with discount factor, 1/2 the asymptotic rate of convergence of Q-Iearning if R(1 -,) 1/2 and O( Jlog log tit) otherwise is O(1/tR (1-1') provided that the state-action pairs are sampled from a fixed prob(cid:173) ability distribution. Here R Pmin/Pmax is the ratio of the min(cid:173) imum and maximum state-action occupation frequencies. The re(cid:173) sults extend to convergent on-line learning provided that Pmin 0, where Pmin and Pmax now become the minimum and maximum state-action occupation frequencies corresponding to the station(cid:173) ary distribution.


Nonparametric Model-Based Reinforcement Learning

Neural Information Processing Systems

This paper describes some of the interactions of model learning algorithms and planning algorithms we have found in exploring model-based reinforcement learning. The paper focuses on how lo(cid:173) cal trajectory optimizers can be used effectively with learned non(cid:173) parametric models. We find that trajectory planners that are fully consistent with the learned model often have difficulty finding rea(cid:173) sonable plans in the early stages of learning. Trajectory planners that balance obeying the learned model with minimizing cost (or maximizing reward) often do better, even if the plan is not fully consistent with the learned model.


Enhancing Q-Learning for Optimal Asset Allocation

Neural Information Processing Systems

This paper enhances the Q-Iearning algorithm for optimal asset alloca(cid:173) tion proposed in (Neuneier, 1996 [6]). After testing the new algorithm on real data, the possibility of risk management within the framework of Markov decision problems is analyzed. The proposed methods allows the construction of a multi-period portfolio management system which takes into account transaction costs, the risk preferences of the investor, and several constraints on the allocation.


Generalized Prioritized Sweeping

Neural Information Processing Systems

Prioritized sweeping is a model-based reinforcement learning method that attempts to focus an agent's limited computational resources to achieve a good estimate of the value of environment states. To choose ef(cid:173) fectively where to spend a costly planning step, classic prioritized sweep(cid:173) ing uses a simple heuristic to focus computation on the states that are likely to have the largest errors. In this paper, we introduce generalized prioritized sweeping, a principled method for generating such estimates in a representation-specific manner. This allows us to extend prioritized sweeping beyond an explicit, state-based representation to deal with com(cid:173) pact representations that are necessary for dealing with large state spaces. We apply this method for generalized model approximators (such as Bayesian networks), and describe preliminary experiments that compare our approach with classical prioritized sweeping.