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 Reinforcement Learning


A Generalized Natural Actor-Critic Algorithm

Neural Information Processing Systems

Policy gradient Reinforcement Learning (RL) algorithms have received much attention in seeking stochastic policies that maximize the average rewards. In addition, extensions based on the concept of the Natural Gradient (NG) show promising learning efficiency because these regard metrics for the task. Though there are two candidate metrics, Kakades Fisher Information Matrix (FIM) and Morimuras FIM, all RL algorithms with NG have followed the Kakades approach. In this paper, we describe a generalized Natural Gradient (gNG) by linearly interpolating the two FIMs and propose an efficient implementation for the gNG learning based on a theory of the estimating function, generalized Natural Actor-Critic (gNAC). The gNAC algorithm involves a near optimal auxiliary function to reduce the variance of the gNG estimates.


Multi-resolution Exploration in Continuous Spaces

Neural Information Processing Systems

The essence of exploration is acting to try to decrease uncertainty. We propose a new methodology for representing uncertainty in continuous-state control problems. Our approach, multi-resolution exploration (MRE), uses a hierarchical mapping to identify regions of the state space that would benefit from additional samples. We demonstrate MRE's broad utility by using it to speed up learning in a prototypical model-based and value-based reinforcement-learning method. Empirical results show that MRE improves upon state-of-the-art exploration approaches.


Convergent Temporal-Difference Learning with Arbitrary Smooth Function Approximation

Neural Information Processing Systems

We introduce the first temporal-difference learning algorithms that converge with smooth value function approximators, such as neural networks. Conventional temporal-difference (TD) methods, such as TD($\lambda$), Q-learning and Sarsa have been used successfully with function approximation in many applications. However, it is well known that off-policy sampling, as well as nonlinear function approximation, can cause these algorithms to become unstable (i.e., the parameters of the approximator may diverge). Sutton et al (2009a,b) solved the problem of off-policy learning with linear TD algorithms by introducing a new objective function, related to the Bellman-error, and algorithms that perform stochastic gradient-descent on this function. In this paper, we generalize their work to nonlinear function approximation.


Solving Stochastic Games

Neural Information Processing Systems

Solving multi-agent reinforcement learning problems has proven difficult because of the lack of tractable algorithms. We provide the first approximation algorithm which solves stochastic games to within $\epsilon$ relative error of the optimal game-theoretic solution, in time polynomial in $1/\epsilon$. Our algorithm extends Murrays and Gordon's (2007) modified Bellman equation which determines the \emph{set} of all possible achievable utilities; this provides us a truly general framework for multi-agent learning. Further, we empirically validate our algorithm and find the computational cost to be orders of magnitude less than what the theory predicts. Papers published at the Neural Information Processing Systems Conference.


PAC-Bayesian Model Selection for Reinforcement Learning

Neural Information Processing Systems

This paper introduces the first set of PAC-Bayesian bounds for the batch reinforcement learning problem in finite state spaces. These bounds hold regardless of the correctness of the prior distribution. We demonstrate how such bounds can be used for model-selection in control problems where prior information is available either on the dynamics of the environment, or on the value of actions. Our empirical results confirm that PAC-Bayesian model-selection is able to leverage prior distributions when they are informative and, unlike standard Bayesian RL approaches, ignores them when they are misleading. Papers published at the Neural Information Processing Systems Conference.


Skill Discovery in Continuous Reinforcement Learning Domains using Skill Chaining

Neural Information Processing Systems

We introduce skill chaining, a skill discovery method for reinforcement learning agents in continuous domains, that builds chains of skills leading to an end-of-task reward. We demonstrate experimentally that it creates skills that result in performance benefits in a challenging continuous domain. Papers published at the Neural Information Processing Systems Conference.


Policy Search for Motor Primitives in Robotics

Neural Information Processing Systems

Many motor skills in humanoid robotics can be learned using parametrized motor primitives as done in imitation learning. However, most interesting motor learning problems are high-dimensional reinforcement learning problems often beyond the reach of current methods. In this paper, we extend previous work on policy learning from the immediate reward case to episodic reinforcement learning. We show that this results into a general, common framework also connected to policy gradient methods and yielding a novel algorithm for policy learning by assuming a form of exploration that is particularly well-suited for dynamic motor primitives. The resulting algorithm is an EM-inspired algorithm applicable in complex motor learning tasks.


Feature Construction for Inverse Reinforcement Learning

Neural Information Processing Systems

The goal of inverse reinforcement learning is to find a reward function for a Markov decision process, given example traces from its optimal policy. Current IRL techniques generally rely on user-supplied features that form a concise basis for the reward. We present an algorithm that instead constructs reward features from a large collection of component features, by building logical conjunctions of those component features that are relevant to the example policy. Given example traces, the algorithm returns a reward function as well as the constructed features. The reward function can be used to recover a full, deterministic, stationary policy, and the features can be used to transplant the reward function into any novel environment on which the component features are well defined.


Constructing Skill Trees for Reinforcement Learning Agents from Demonstration Trajectories

Neural Information Processing Systems

We introduce CST, an algorithm for constructing skill trees from demonstration trajectories in continuous reinforcement learning domains. CST uses a changepoint detection method to segment each trajectory into a skill chain by detecting a change of appropriate abstraction, or that a segment is too complex to model as a single skill. The skill chains from each trajectory are then merged to form a skill tree. We demonstrate that CST constructs an appropriate skill tree that can be further refined through learning in a challenging continuous domain, and that it can be used to segment demonstration trajectories on a mobile manipulator into chains of skills where each skill is assigned an appropriate abstraction. Papers published at the Neural Information Processing Systems Conference.


Regularized Policy Iteration

Neural Information Processing Systems

In this paper we consider approximate policy-iteration-based reinforcement learning algorithms. In order to implement a flexible function approximation scheme we propose the use of non-parametric methods with regularization, providing a convenient way to control the complexity of the function approximator. We propose two novel regularized policy iteration algorithms by adding L2-regularization to two widely-used policy evaluation methods: Bellman residual minimization (BRM) and least-squares temporal difference learning (LSTD). We derive efficient implementation for our algorithms when the approximate value-functions belong to a reproducing kernel Hilbert space. We also provide finite-sample performance bounds for our algorithms and show that they are able to achieve optimal rates of convergence under the studied conditions.