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 Reinforcement Learning


Hierarchical Memory-Based Reinforcement Learning

Neural Information Processing Systems

A key challenge for reinforcement learning is scaling up to large partially observable domains. In this paper, we show how a hier(cid:173) archy of behaviors can be used to create and select among variable length short-term memories appropriate for a task. At higher lev(cid:173) els in the hierarchy, the agent abstracts over lower-level details and looks back over a variable number of high-level decisions in time. We formalize this idea in a framework called Hierarchical Suffix Memory (HSM). HSM uses a memory-based SMDP learning method to rapidly propagate delayed reward across long decision sequences.


Dopamine Bonuses

Neural Information Processing Systems

Substantial data support a temporal difference (TO) model of dopamine (OA) neuron activity in which the cells provide a global error signal for reinforcement learning. However, in certain cir(cid:173) cumstances, OA activity seems anomalous under the TO model, responding to non-rewarding stimuli. We address these anoma(cid:173) lies by suggesting that OA cells multiplex information about re(cid:173) ward bonuses, including Sutton's exploration bonuses and Ng et al's non-distorting shaping bonuses. We interpret this additional role for OA in terms of the unconditional attentional and psy(cid:173) chomotor effects of dopamine, having the computational role of guiding exploration.


Programmable Reinforcement Learning Agents

Neural Information Processing Systems

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

Neural Information Processing Systems

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

Neural Information Processing Systems

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

Neural Information Processing Systems

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

Neural Information Processing Systems

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

Neural Information Processing Systems

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

Neural Information Processing Systems

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.