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 Reinforcement Learning


Switch Packet Arbitration via Queue-Learning

Neural Information Processing Systems

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

Neural Information Processing Systems

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.


Motivated Reinforcement Learning

Neural Information Processing Systems

Competition between actions is based on the motivating characteristics of their consequent states in this sense. Substantial, careful, experiments reviewed in Dickinson & Balleine, 12,13 into the neurobiology and psychol(cid:173) ogy of motivation shows that this view is incomplete. In many cases, animals are faced with the choice not between many dif(cid:173) ferent actions at a given state, but rather whether a single re(cid:173) sponse is worth executing at all. Evidence suggests that the motivational process underlying this choice has different psy(cid:173) chological and neural properties from that underlying action choice. We describe and model these motivational systems, and consider the way they interact.


Reinforcement Learning to Play an Optimal Nash Equilibrium in Team Markov Games

Neural Information Processing Systems

Multiagent learning is a key problem in AI. In the presence of multi- ple Nash equilibria, even agents with non-conflicting interests may not be able to learn an optimal coordination policy. The problem is exac- cerbated if the agents do not know the game and independently receive noisy payoffs. So, multiagent reinforfcement learning involves two inter- related problems: identifying the game and learning to play. We provide a convergence proof, and show that the algorithm's parameters are easy to set to meet the convergence conditions.


Speeding up the Parti-Game Algorithm

Neural Information Processing Systems

In this paper, we introduce an efficient replanning algorithm for nonde- terministic domains, namely what we believe to be the first incremental heuristic minimax search algorithm. We apply it to the dynamic dis- cretization of continuous domains, resulting in an efficient implemen- tation of the parti-game reinforcement-learning algorithm for control in high-dimensional domains.


Convergent Combinations of Reinforcement Learning with Linear Function Approximation

Neural Information Processing Systems

Convergence for iterative reinforcement learning algorithms like TD(O) depends on the sampling strategy for the transitions. How(cid:173) ever, in practical applications it is convenient to take transition data from arbitrary sources without losing convergence. In this paper we investigate the problem of repeated synchronous updates based on a fixed set of transitions. This allows to analyse if a certain reinforcement learning algorithm and a cer(cid:173) tain function approximator are compatible. For the combination of the residual gradient algorithm with grid-based linear interpolation we show that there exists a universal constant learning rate such that the iteration converges independently of the concrete transi(cid:173) tion data.


Optimality of Reinforcement Learning Algorithms with Linear Function Approximation

Neural Information Processing Systems

There are several reinforcement learning algorithms that yield ap(cid:173) proximate solutions for the problem of policy evaluation when the value function is represented with a linear function approximator. In this paper we show that each of the solutions is optimal with respect to a specific objective function. The results presented here will be useful for comparing the algorithms in terms of the error they achieve relative to the error of the optimal approximate solution.


Extending Q-Learning to General Adaptive Multi-Agent Systems

Neural Information Processing Systems

Recent multi-agent extensions of Q-Learning require knowledge of other agents' payoffs and Q-functions, and assume game-theoretic play at all times by all other agents. This paper proposes a fundamentally different approach, dubbed "Hyper-Q" Learning, in which values of mixed strategies rather than base actions are learned, and in which other agents' strategies are estimated from observed actions via Bayesian in- ference. Hyper-Q may be effective against many different types of adap- tive agents, even if they are persistently dynamic. Against certain broad categories of adaptation, it is argued that Hyper-Q may converge to ex- act optimal time-varying policies. In tests using Rock-Paper-Scissors, Hyper-Q learns to significantly exploit an Infinitesimal Gradient Ascent (IGA) player, as well as a Policy Hill Climber (PHC) player.


Autonomous Helicopter Flight via Reinforcement Learning

Neural Information Processing Systems

Autonomous helicopter flight represents a challenging control problem, with complex, noisy, dynamics. In this paper, we describe a successful application of reinforcement learning to autonomous helicopter flight. We then use the model to learn to hover in place, and to fly a number of maneuvers taken from an RC helicopter competition.


Gaussian Processes in Reinforcement Learning

Neural Information Processing Systems

We exploit some useful properties of Gaussian process (GP) regression models for reinforcement learning in continuous state spaces and dis- crete time. We demonstrate how the GP model allows evaluation of the value function in closed form. The resulting policy iteration algorithm is demonstrated on a simple problem with a two dimensional state space. Further, we speculate that the intrinsic ability of GP models to charac- terise distributions of functions would allow the method to capture entire distributions over future values instead of merely their expectation, which has traditionally been the focus of much of reinforcement learning.