Reinforcement Learning
Policy Gradient Coagent Networks
We present a novel class of actor-critic algorithms for actors consisting of sets of interacting modules. We present, analyze theoretically, and empirically evaluate an update rule for each module, which requires only local information: the module's input, output, and the TD error broadcast by a critic. Such updates are necessary when computation of compatible features becomes prohibitively difficult and are also desirable to increase the biological plausibility of reinforcement learning methods.
Online Regret Bounds for Undiscounted Continuous Reinforcement Learning
We derive sublinear regret bounds for undiscounted reinforcement learning in continuous state space. The proposed algorithm combines state aggregation with the use of upper confidence bounds for implementing optimism in the face of uncertainty. Beside the existence of an optimal policy which satisfies the Poisson equation, the only assumptions made are Hoelder continuity of rewards and transition probabilities.
Value Pursuit Iteration
Value Pursuit Iteration (VPI) is an approximate value iteration algorithm that finds a close to optimal policy for reinforcement learning and planning problems with large state spaces. VPI has two main features: First, it is a nonparametric algorithm that finds a good sparse approximation of the optimal value function given a dictionary of features. The algorithm is almost insensitive to the number of irrelevant features. Second, after each iteration of VPI, the algorithm adds a set of functions based on the currently learned value function to the dictionary. This increases the representation power of the dictionary in a way that is directly relevant to the goal of having a good approximation of the optimal value function.
Exploration in Model-based Reinforcement Learning by Empirically Estimating Learning Progress
Formal exploration approaches in model-based reinforcement learning estimate the accuracy of the currently learned model without consideration of the empirical prediction error. For example, PAC-MDP approaches such as Rmax base their model certainty on the amount of collected data, while Bayesian approaches assume a prior over the transition dynamics. We propose extensions to such approaches which drive exploration solely based on empirical estimates of the learner's accuracy and learning progress. We provide a sanity check'' theoretical analysis, discussing the behavior of our extensions in the standard stationary finite state-action case. We then provide experimental studies demonstrating the robustness of these exploration measures in cases of non-stationary environments or where original approaches are misled by wrong domain assumptions.
Algorithms for Learning Markov Field Policies
We present a new graph-based approach for incorporating domain knowledge in reinforcement learning applications. The domain knowledge is given as a weighted graph, or a kernel matrix, that loosely indicates which states should have similar optimal actions. We first introduce a bias into the policy search process by deriving a distribution on policies such that policies that disagree with the provided graph have low probabilities. We then present a reinforcement and an apprenticeship learning algorithms for finding such policy distributions. We also illustrate the advantage of the proposed approach on three problems: swing-up cart-balancing with nonuniform and smooth frictions, gridworlds, and teaching a robot to grasp new objects.
Learned Prioritization for Trading Off Accuracy and Speed
Users want natural language processing (NLP) systems to be both fast and accurate, but quality often comes at the cost of speed. The field has been manually exploring various speed-accuracy tradeoffs (for particular problems and datasets). We aim to explore this space automatically, focusing here on the case of agenda-based syntactic parsing \cite{kay-1986}. Unfortunately, off-the-shelf reinforcement learning techniques fail to learn good policies: the state space is simply too large to explore naively. An attempt to counteract this by applying imitation learning algorithms also fails: the teacher'' is far too good to successfully imitate with our inexpensive features.
Non-parametric Approximate Dynamic Programming via the Kernel Method
This paper presents a novel non-parametric approximate dynamic programming (ADP) algorithm that enjoys graceful, dimension-independent approximation and sample complexity guarantees. In particular, we establish both theoretically and computationally that our proposal can serve as a viable alternative to state-of-the-art parametric ADP algorithms, freeing the designer from carefully specifying an approximation architecture. We accomplish this by developing a kernel-based mathematical program for ADP. Via a computational study on a controlled queueing network, we show that our non-parametric procedure is competitive with parametric ADP approaches.
Cost-Sensitive Exploration in Bayesian Reinforcement Learning
In this paper, we consider Bayesian reinforcement learning (BRL) where actions incur costs in addition to rewards, and thus exploration has to be constrained in terms of the expected total cost while learning to maximize the expected long-term total reward. In order to formalize cost-sensitive exploration, we use the constrained Markov decision process (CMDP) as the model of the environment, in which we can naturally encode exploration requirements using the cost function. We extend BEETLE, a model-based BRL method, for learning in the environment with cost constraints. We demonstrate the cost-sensitive exploration behaviour in a number of simulated problems.
Bayesian Hierarchical Reinforcement Learning
We describe an approach to incorporating Bayesian priors in the maxq framework for hierarchical reinforcement learning (HRL). We define priors on the primitive environment model and on task pseudo-rewards. Since models for composite tasks can be complex, we use a mixed model-based/model-free learning approach to find an optimal hierarchical policy. We show empirically that (i) our approach results in improved convergence over non-Bayesian baselines, given sensible priors, (ii) task hierarchies and Bayesian priors can be complementary sources of information, and using both sources is better than either alone, (iii) taking advantage of the structural decomposition induced by the task hierarchy significantly reduces the computational cost of Bayesian reinforcement learning and (iv) in this framework, task pseudo-rewards can be learned instead of being manually specified, leading to automatic learning of hierarchically optimal rather than recursively optimal policies.
Inverse Reinforcement Learning through Structured Classification
This paper adresses the inverse reinforcement learning (IRL) problem, that is inferring a reward for which a demonstrated expert behavior is optimal. We introduce a new algorithm, SCIRL, whose principle is to use the so-called feature expectation of the expert as the parameterization of the score function of a multi-class classifier. This approach produces a reward function for which the expert policy is provably near-optimal. Contrary to most of existing IRL algorithms, SCIRL does not require solving the direct RL problem. Moreover, with an appropriate heuristic, it can succeed with only trajectories sampled according to the expert behavior.