Reinforcement Learning
Learning Instance-Independent Value Functions to Enhance Local Search
Reinforcement learning methods can be used to improve the performance of local search algorithms for combinatorial optimization by learning an evaluation function that predicts the outcome of search. The eval(cid:173) uation function is therefore able to guide search to low-cost solutions better than can the original cost function. We describe a reinforcement learning method for enhancing local search that combines aspects of pre(cid:173) vious work by Zhang and Dietterich (1995) and Boyan and Moore (1997, Boyan 1998). In an off-line learning phase, a value function is learned that is useful for guiding search for multiple problem sizes and instances. We illustrate our technique by developing several such functions for the Dial-A-Ride Problem.
Finite-Sample Convergence Rates for Q-Learning and Indirect Algorithms
In this paper, we address two issues of long-standing interest in the re(cid:173) inforcement learning literature. First, what kinds of performance guar(cid:173) antees can be made for Q-learning after only a finite number of actions? Second, what quantitative comparisons can be made between Q-learning and model-based (indirect) approaches, which use experience to estimate next-state distributions for off-line value iteration? We first show that both Q-learning and the indirect approach enjoy rather rapid convergence to the optimal policy as a function of the num(cid:173) ber of state transitions observed. In particular, on the order of only (Nlog(1/c)/c2)(log(N) loglog(l/c)) transitions are sufficient for both algorithms to come within c of the optimal policy, in an idealized model that assumes the observed transitions are "well-mixed" throughout an N-state MDP.
Learning Macro-Actions in Reinforcement Learning
We present a method for automatically constructing macro-actions from scratch from primitive actions during the reinforcement learning process. The overall idea is to reinforce the tendency to perform action b after action a if such a pattern of actions has been rewarded. We test the method on a bicycle task, the car-on-the-hill task, the race-track task and some grid-world tasks. For the bicycle and race-track tasks the use of macro-actions approximately halves the learning time, while for one of the grid-world tasks the learning time is reduced by a factor of 5. The method did not work for the car-on-the-hill task for reasons we discuss in the conclusion.
Optimizing Admission Control while Ensuring Quality of Service in Multimedia Networks via Reinforcement Learning
This paper examines the application of reinforcement learning to a telecommunications networking problem . The problem requires that rev(cid:173) enue be maximized while simultaneously meeting a quality of service constraint that forbids entry into certain states. We present a general solution to this multi-criteria problem that is able to earn significantly higher revenues than alternatives.
A Reinforcement Learning Algorithm in Partially Observable Environments Using Short-Term Memory
We describe a Reinforcement Learning algorithm for partially observ(cid:173) able environments using short-term memory, which we call BLHT. Since BLHT learns a stochastic model based on Bayesian Learning, the over(cid:173) fitting problem is reasonably solved. Moreover, BLHT has an efficient implementation. This paper shows that the model learned by BLHT con(cid:173) verges to one which provides the most accurate predictions of percepts and rewards, given short-term memory.
Robust, Efficient, Globally-Optimized Reinforcement Learning with the Parti-Game Algorithm
Parti-game (Moore 1994a; Moore 1994b; Moore and Atkeson 1995) is a reinforcement learning (RL) algorithm that has a lot of promise in over(cid:173) coming the curse of dimensionality that can plague RL algorithms when applied to high-dimensional problems. In this paper we introduce mod(cid:173) ifications to the algorithm that further improve its performance and ro(cid:173) bustness. In addition, while parti-game solutions can be improved locally by standard local path-improvement techniques, we introduce an add-on algorithm in the same spirit as parti-game that instead tries to improve solutions in a non-local manner.
Scheduling Straight-Line Code Using Reinforcement Learning and Rollouts
In 1986, Tanner and Mead [1] implemented an interesting constraint sat(cid:173) isfaction circuit for global motion sensing in a VLSI. We report here a new and improved a VLSI implementation that provides smooth optical flow as well as global motion in a two dimensional visual field. The com(cid:173) putation of optical flow is an ill-posed problem, which expresses itself as the aperture problem. However, the optical flow can be estimated by the use of regularization methods, in which additional constraints are intro(cid:173) duced in terms of a global energy functional that must be minimized . We show how the algorithmic constraints of Hom and Schunck [2] on com(cid:173) puting smooth optical flow can be mapped onto the physical constraints of an equivalent electronic network.
Experimental Results on Learning Stochastic Memoryless Policies for Partially Observable Markov Decision Processes
Partially Observable Markov Decision Processes (pO "MOPs) constitute an important class of reinforcement learning problems which present unique theoretical and computational difficulties. In the absence of the Markov property, popular reinforcement learning algorithms such as Q-Iearning may no longer be effective, and memory-based methods which remove partial observability via state-estimation are notoriously expensive. An alternative approach is to seek a stochastic memoryless policy which for each observation of the environment prescribes a probability distribution over available actions that maximizes the average reward per timestep. A reinforcement learning algorithm which learns a locally optimal stochastic memoryless policy has been proposed by Jaakkola, Singh and Jordan, but not empirically verified. We present a variation of this algorithm, discuss its implementation, and demonstrate its viability using four test problems.
Risk Sensitive Reinforcement Learning
A directed generative model for binary data using a small number of hidden continuous units is investigated. The relationships between the correlations of the underly(cid:173) ing continuous Gaussian variables and the binary output variables are utilized to learn the appropriate weights of the network. The advantages of this approach are illustrated on a translationally in(cid:173) variant binary distribution and on handwritten digit images.
State Abstraction in MAXQ Hierarchical Reinforcement Learning
Many researchers have explored methods for hierarchical reinforce(cid:173) ment learning (RL) with temporal abstractions, in which abstract actions are defined that can perform many primitive actions before terminating. However, little is known about learning with state ab(cid:173) stractions, in which aspects of the state space are ignored. In this paper, we define five conditions under which state abstraction can be combined with the MAXQ value function decomposition. We prove that the MAXQ-Q learning algorithm converges under these conditions and show experimentally that state abstraction is important for the successful application of MAXQ-Q learning.