Reinforcement Learning
Enhancing Q-Learning for Optimal Asset Allocation
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
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.
Hybrid Reinforcement Learning and Its Application to Biped Robot Control
A learning system composed of linear control modules, reinforce(cid:173) ment learning modules and selection modules (a hybrid reinforce(cid:173) ment learning system) is proposed for the fast learning of real-world control problems. The selection modules choose one appropriate control module dependent on the state. This hybrid learning sys(cid:173) tem was applied to the control of a stilt-type biped robot. It learned the control on a sloped floor more quickly than the usual reinforce(cid:173) ment learning because it did not need to learn the control on a flat floor, where the linear control module can control the robot. When it was trained by a 2-step learning (during the first learning step, the selection module was trained by a training procedure con(cid:173) trolled only by the linear controller), it learned the control more quickly.
Reinforcement Learning with Hierarchies of Machines
We present a new approach to reinforcement learning in which the poli(cid:173) cies considered by the learning process are constrained by hierarchies of partially specified machines. This allows for the use of prior knowledge to reduce the search space and provides a framework in which knowledge can be transferred across problems and in which component solutions can be recombined to solve larger and more complicated problems. Our approach can be seen as providing a link between reinforcement learn(cid:173) ing and "behavior-based" or "teleo-reactive" approaches to control. We present provably convergent algorithms for problem-solving and learn(cid:173) ing with hierarchical machines and demonstrate their effectiveness on a problem with several thousand states.
Reinforcement Learning for Call Admission Control and Routing in Integrated Service Networks
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.
Adaptive Choice of Grid and Time in Reinforcement Learning
We propose local error estimates together with algorithms for adap(cid:173) tive a-posteriori grid and time refinement in reinforcement learn(cid:173) ing. We consider a deterministic system with continuous state and time with infinite horizon discounted cost functional. For grid re(cid:173) finement we follow the procedure of numerical methods for the Bellman-equation. For time refinement we propose a new criterion, based on consistency estimates of discrete solutions of the Bellman(cid:173) equation. We demonstrate, that an optimal ratio of time to space discretization is crucial for optimal learning rates and accuracy of the approximate optimal value function.
Automated Aircraft Recovery via Reinforcement Learning: Initial Experiments
Initial experiments described here were directed toward using reinforce(cid:173) ment learning (RL) to develop an automated recovery system (ARS) for high-agility aircraft. An ARS is an outer-loop flight-control system de(cid:173) signed to bring an aircraft from a range of out-of-control states to straight(cid:173) and-level flight in minimum time while satisfying physical and phys(cid:173) iological constraints. Here we report on results for a simple version of the problem involving only single-axis (pitch) simulated recoveries. Through simulated control experience using a medium-fidelity aircraft simulation, the RL system approximates an optimal policy for pitch-stick inputs to produce minimum-time transitions to straight-and-Ievel flight in unconstrained cases while avoiding ground-strike. The RL system was also able to adhere to a pilot-station acceleration constraint while execut(cid:173) ing simulated recoveries.
Reinforcement Learning for Continuous Stochastic Control Problems
The objective of RL is to find -thanks to a reinforcement signal- an optimal strategy for solving a dynamical control problem. Here we sudy the continuous time, con(cid:173) tinuous state-space stochastic case, which covers a wide variety of control problems including target, viability, optimization problems (see [FS93], [KP95])}or which a formalism is the following.
Exploring Unknown Environments with Real-Time Search or Reinforcement Learning
Learning Real-Time A* (LRTA*) is a popular control method that interleaves plan(cid:173) ning and plan execution and has been shown to solve search problems in known environments efficiently. In this paper, we apply LRTA * to the problem of getting to a given goal location in an initially unknown environment. Uninformed LRTA * with maximal lookahead always moves on a shortest path to the closest unvisited state, that is, to the closest potential goal state. This was believed to be a good exploration heuristic, but we show that it does not minimize the worst-case plan-execution time compared to other uninformed exploration methods. This result is also of interest to reinforcement-learning researchers since many reinforcement learning methods use asynchronous dynamic programming, interleave planning and plan execution, and exhibit optimism in the face of uncertainty, just like LRTA *.
Reinforcement Learning Based on On-Line EM Algorithm
In this article, we propose a new reinforcement learning (RL) method based on an actor-critic architecture. The actor and the critic are approximated by Normalized Gaussian Networks (NGnet), which are networks of local linear regression units. The NGnet is trained by the on-line EM algorithm proposed in our pre(cid:173) vious paper. We apply our RL method to the task of swinging-up and stabilizing a single pendulum and the task of balancing a dou(cid:173) ble pendulum near the upright position. The experimental results show that our RL method can be applied to optimal control prob(cid:173) lems having continuous state/action spaces and that the method achieves good control with a small number of trial-and-errors.