Reinforcement Learning
Programmable Reinforcement Learning Agents
We present an expressive agent design language for reinforcement learn(cid:173) ing that allows the user to constrain the policies considered by the learn(cid:173) ing process.The language includes standard features such as parameter(cid:173) ized subroutines, temporary interrupts, aborts, and memory variables, but also allows for unspecified choices in the agent program. For learning that which isn't specified, we present provably convergent learning algo(cid:173) rithms. We demonstrate by example that agent programs written in the language are concise as well as modular. This facilitates state abstraction and the transferability of learned skills.
Reinforcement Learning with Function Approximation Converges to a Region
Many algorithms for approximate reinforcement learning are not known to converge. In fact, there are counterexamples showing that the adjustable weights in some algorithms may oscillate within a region rather than converging to a point. This paper shows that, for two popular algorithms, such oscillation is the worst that can happen: the weights cannot diverge, but instead must converge to a bounded region. The algorithms are SARSA(O) and V(O); the latter algorithm was used in the well-known TD-Gammon program.
Model-Free Least-Squares Policy Iteration
We propose a new approach to reinforcement learning which combines least squares function approximation with policy iteration. Our method is model-free and completely off policy. We are motivated by the least squares temporal difference learning algorithm (LSTD), which is known for its efficient use of sample experiences compared to pure temporal difference algorithms. LSTD is ideal for prediction problems, however it heretofore has not had a straightforward application to control problems. Moreover, approximations learned by LSTD are strongly influenced by the visitation distribution over states.
Cobot: A Social Reinforcement Learning Agent
We report on the use of reinforcement learning with Cobot, a software agent residing in the well-known online community LambdaMOO. Our initial work on Cobot (Isbell et al.2000) provided him with the ability to collect social statistics and report them to users. Here we describe an application of RL allowing Cobot to take proactive actions in this complex social environment, and adapt behavior from multiple sources of human reward. After 5 months of training, and 3171 reward and punishment events from 254 different LambdaMOO users, Cobot learned nontrivial preferences for a number of users, modifing his behavior based on his current state. Here we describe LambdaMOO and the state and action spaces of Cobot, and report the statistical results of the learning experiment.
The Steering Approach for Multi-Criteria Reinforcement Learning
We consider the problem of learning to attain multiple goals in a dynamic envi- ronment, which is initially unknown. In addition, the environment may contain arbitrarily varying elements related to actions of other agents or to non-stationary moves of Nature. This problem is modelled as a stochastic (Markov) game between the learning agent and an arbitrary player, with a vector-valued reward function. The objective of the learning agent is to have its long-term average reward vector belong to a given target set. We devise an algorithm for achieving this task, which is based on the theory of approachability for stochastic games.
Convergence of Optimistic and Incremental Q-Learning
The first is the widely used optimistic Q-learning, which initializes the Q-values to large initial values and then follows a greedy policy with respect to the Q-values. We show that setting the initial value sufficiently large guarantees the converges to an E(cid:173) optimal policy. The second is a new and novel algorithm incremen(cid:173) tal Q-learning, which gradually promotes the values of actions that are not taken. We show that incremental Q-learning converges, in the limit, to the optimal policy. Our incremental Q-learning algo(cid:173) rithm can be viewed as derandomization of the E-greedy Q-learning.
Improvisation and Learning
This article presents a 2-phase computational learning model and appli- cation. As a demonstration, a system has been built, called CHIME for Computer Human Interacting Musical Entity. In phase 1 of training, re- current back-propagationtrains the machine to reproduce 3 jazz melodies. The recurrent network is expanded and is further trained in phase 2 with a reinforcement learning algorithm and a critique produced by a set of basic rules for jazz improvisation.
Switch Packet Arbitration via Queue-Learning
In packet switches, packets queue at switch inputs and contend for out- puts. The contention arbitration policy directly affects switch perfor- mance. The best policy depends on the current state of the switch and current traffic patterns. This problem is hard because the state space, possible transitions, and set of actions all grow exponentially with the size of the switch. We present a reinforcement learning formulation of the problem that decomposes the value function into many small inde- pendent value functions and enables an efficient action selection.
Reinforcement Learning and Time Perception -- a Model of Animal Experiments
Animal data on delayed-reward conditioning experiments shows a striking property - the data for different time intervals collapses into a single curve when the data is scaled by the time interval. This is called the scalar property of interval timing. Here a simple model of a neural clock is presented and shown to give rise to the scalar property. The model is an accumulator consisting of noisy, linear spiking neurons. It is analytically tractable and contains only three parameters.