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 Reinforcement Learning


Online Multi-Task Gradient Temporal-Difference Learning

AAAI Conferences

We develop an online multi-task formulation of model-based gradient temporal-difference (GTD) reinforcement learning. Our approach enables an autonomous RL agent to accumulate knowledge over its lifetime and efficiently share this knowledge between tasks to accelerate learning. Rather than learning a policy for a reinforcement learning task tabula rasa, as in standard GTD, our approach rapidly learns a high performance policy by building upon the agent's previously learned knowledge. Our preliminary results on controlling different mountain car tasks demonstrates that GTD-ELLA significantly improves learning over standard GTD(0).


Reinforcement Learning on Multiple Correlated Signals

AAAI Conferences

As potential-based reward shaping functions (heuristic signals conflicts may exist between objectives, there is in general guiding exploration) (Brys et al. 2014a). We prove that this a need to identify (a set of) tradeoff solutions. The set modification preserves the total order, and thus also optimality, of optimal, i.e. non-dominated, incomparable solutions is of policies, mainly relying on the results by Ng, Harada, called the Pareto-front. We identify multi-objective problems and Russell (1999). This insight - that any MDP can be with correlated objectives (CMOP) as a specific subclass framed as a CMOMDP - significantly increases the importance of multi-objective problems, defined to contain those of this problem class, as well as techniques developed MOPs whose Pareto-front is so limited that one can barely for it, as these could be used to solve regular single-objective speak of tradeoffs (Brys et al. 2014b). By consequence, MDPs faster and better, provided several meaningful shapings the system designer does not care about which of the very can be devised.


Tree-Based On-Line Reinforcement Learning

AAAI Conferences

Fitted Q-iteration (FQI) stands out among reinforcement learning algorithms for its flexibility and ease of use. FQI can be combined with any regression method, and this choice determines the algorithm's statistical and computational properties. The combination of FQI with an ensemble of regression trees gives rise to an algorithm, FQIT, that is computationally efficient, scalable to high dimensional spaces, and robust to noise. Despite its nice properties and good performance in practice, FQIT also has some limitations: the fact that an ensemble of trees must be constructed (or updated) at each iteration confines the algorithm to the batch scenario. This paper aims to address this specific issue. Based on a strategy recently proposed in the literature, called the stochastic-factorization trick, we propose a modification of FQIT that makes it fully incremental, and thus suitable for on-line learning. We call the resulting method tree-based stochastic factorization (TBSF). We derive upper bounds for the difference between the value functions computed by FQIT and TBSF, and also show in which circumstances the approximations coincide. A series of computational experiments is presented to illustrate the properties of TBSF and to show its usefulness in practice, including a medical problem involving the treatment of patients infected with HIV.


Robust Bayesian Inverse Reinforcement Learning with Sparse Behavior Noise

AAAI Conferences

Inverse reinforcement learning (IRL) aims to recover the reward function underlying a Markov Decision Process from behaviors of experts in support of decision-making. Most recent work on IRL assumes the same level of trustworthiness of all expert behaviors, and frames IRL as a process of seeking reward function that makes those behaviors appear (near)-optimal. However, it is common in reality that noisy expert behaviors disobeying the optimal policy exist, which may degrade the IRL performance significantly. To address this issue, in this paper, we develop a robust IRL framework that can accurately estimate the reward function in the presence of behavior noise. In particular, we focus on a special type of behavior noise referred to as sparse noise due to its wide popularity in real-world behavior data. To model such noise, we introduce a novel latent variable characterizing the reliability of each expert action and use Laplace distribution as its prior. We then devise an EM algorithm with a novel variational inference procedure in the E-step, which can automatically identify and remove behavior noise in reward learning. Experiments on both synthetic data and real vehicle routing data with noticeable behavior noise show significant improvement of our method over previous approaches in learning accuracy, and also show its power in de-noising behavior data.


Evolutionary Dynamics of Q-Learning over the Sequence Form

AAAI Conferences

Multi-agent learning is a challenging open task in artificial intelligence. It is known an interesting connection between multi-agent learning algorithms and evolutionary game theory, showing that the learning dynamics of some algorithms can be modeled as replicator dynamics with a mutation term. Inspired by the recent sequence-form replicator dynamics, we develop a new version of the Q-learning algorithm working on the sequence form of an extensive-form game allowing thus an exponential reduction of the dynamics length w.r.t. those of the normal form. The dynamics of the proposed algorithm can be modeled by using the sequence-form replicator dynamics with a mutation term. We show that, although sequence-form and normal-form replicator dynamics are realization equivalent, the Q-learning algorithm applied to the two forms have non-realization equivalent dynamics. Originally from the previous works on evolutionary game theory models form multi-agent learning, we produce an experimental evaluation to show the accuracy of the model.


Online and Stochastic Learning with a Human Cognitive Bias

AAAI Conferences

Sequential learning for classification tasks is an effective tool in the machine learning community. In sequential learning settings, algorithms sometimes make incorrect predictions on data that were correctly classified in the past. This paper explicitly deals with such inconsistent prediction behavior. Our main contributions are 1) to experimentally show its effect for user utilities as a human cognitive bias, 2) to formalize a new framework by internalizing this bias into the optimization problem, 3) to develop new algorithms without memorization of the past prediction history, and 4) to show some theoretical guarantees of our derived algorithm for both online and stochastic learning settings. Our experimental results show the superiority of the derived algorithm for problems involving human cognition.


Mixing-Time Regularized Policy Gradient

AAAI Conferences

Policy gradient reinforcement learning (PGRL) has been receiving substantial attention as a mean for seeking stochastic policies that maximize cumulative reward. However, the learning speed of PGRL is known to decrease substantially when PGRL explores the policies that give the Markov chains having long mixing time. We study a new approach of regularizing how the PGRL explores the policies by the use of the hitting time of the Markov chains. The hitting time gives an upper bound on the mixing time, and the proposed approach improves the learning efficiency by keeping the mixing time of the Markov chains short. In particular, we propose a method of temporal-difference learning for estimating the gradient of the hitting time. Numerical experiments show that the proposed method outperforms conventional methods of PGRL.


Imitation Learning with Demonstrations and Shaping Rewards

AAAI Conferences

Imitation Learning (IL) is a popular approach for teaching behavior policies to agents by demonstrating the desired target policy. While the approach has lead to many successes, IL often requires a large set of demonstrations to achieve robust learning, which can be expensive for the teacher. In this paper, we consider a novel approach to improve the learning efficiency of IL by providing a shaping reward function in addition to the usual demonstrations. Shaping rewards are numeric functions of states (and possibly actions) that are generally easily specified, and capture general principles of desired behavior, without necessarily completely specifying the behavior. Shaping rewards have been used extensively in reinforcement learning, but have been seldom considered for IL, though they are often easy to specify. Our main contribution is to propose an IL approach that learns from both shaping rewards and demonstrations. We demonstrate the effectiveness of the approach across several IL problems, even when the shaping reward is not fully consistent with the demonstrations.


Natural Temporal Difference Learning

AAAI Conferences

In this paper we investigate the application of natural gradient descent to Bellman error based reinforcement learning algorithms. This combination is interesting because natural gradient descent is invariant to the parameterization of the value function. This invariance property means that natural gradient descent adapts its update directions to correct for poorly conditioned representations. We present and analyze quadratic and linear time natural temporal difference learning algorithms, and prove that they are covariant. We conclude with experiments which suggest that the natural algorithms can match or outperform their non-natural counterparts using linear function approximation, and drastically improve upon their non-natural counterparts when using non-linear function approximation.


Combining Multiple Correlated Reward and Shaping Signals by Measuring Confidence

AAAI Conferences

Multi-objective problems with correlated objectives are a class of problems that deserve specific attention. In contrast to typical multi-objective problems, they do not require the identification of trade-offs between the objectives, as (near-) optimal solutions for any objective are (near-) optimal for every objective. Intelligently combining the feedback from these objectives, instead of only looking at a single one, can improve optimization. This class of problems is very relevant in reinforcement learning, as any single-objective reinforcement learning problem can be framed as such a multi-objective problem using multiple reward shaping functions. After discussing this problem class, we propose a solution technique for such reinforcement learning problems, called adaptive objective selection. This technique makes a temporal difference learner estimate the Q-function for each objective in parallel, and introduces a way of measuring confidence in these estimates. This confidence metric is then used to choose which objective's estimates to use for action selection. We show significant improvements in performance over other plausible techniques on two problem domains. Finally, we provide an intuitive analysis of the technique's decisions, yielding insights into the nature of the problems being solved.