Goto

Collaborating Authors

 Reinforcement Learning


A Monte Carlo AIXI Approximation

arXiv.org Artificial Intelligence

This paper introduces a principled approach for the design of a scalable general reinforcement learning agent. Our approach is based on a direct approximation of AIXI, a Bayesian optimality notion for general reinforcement learning agents. Previously, it has been unclear whether the theory of AIXI could motivate the design of practical algorithms. We answer this hitherto open question in the affirmative, by providing the first computationally feasible approximation to the AIXI agent. To develop our approximation, we introduce a new Monte-Carlo Tree Search algorithm along with an agent-specific extension to the Context Tree Weighting algorithm. Empirically, we present a set of encouraging results on a variety of stochastic and partially observable domains. We conclude by proposing a number of directions for future research.


Should one compute the Temporal Difference fix point or minimize the Bellman Residual? The unified oblique projection view

arXiv.org Artificial Intelligence

We investigate projection methods, for evaluating a linear approximation of the value function of a policy in a Markov Decision Process context. We consider two popular approaches, the one-step Temporal Difference fix-point computation (TD(0)) and the Bellman Residual (BR) minimization. We describe examples, where each method outperforms the other. We highlight a simple relation between the objective function they minimize, and show that while BR enjoys a performance guarantee, TD(0) does not in general. We then propose a unified view in terms of oblique projections of the Bellman equation, which substantially simplifies and extends the characterization of (schoknecht,2002) and the recent analysis of (Yu & Bertsekas, 2008). Eventually, we describe some simulations that suggest that if the TD(0) solution is usually slightly better than the BR solution, its inherent numerical instability makes it very bad in some cases, and thus worse on average.


Reinforcement Learning Based on Active Learning Method

arXiv.org Artificial Intelligence

In this paper, a new reinforcement learning approach is proposed which is based on a powerful concept named Active Learning Method (ALM) in modeling. ALM expresses any multi-input-single-output system as a fuzzy combination of some single-input-singleoutput systems. The proposed method is an actor-critic system similar to Generalized Approximate Reasoning based Intelligent Control (GARIC) structure to adapt the ALM by delayed reinforcement signals. Our system uses Temporal Difference (TD) learning to model the behavior of useful actions of a control system. The goodness of an action is modeled on Reward- Penalty-Plane. IDS planes will be updated according to this plane. It is shown that the system can learn with a predefined fuzzy system or without it (through random actions).


Treating Epilepsy by Reinforcement Learning Via Manifold-Based Simulation

AAAI Conferences

The ability to take intelligent actions in real-world domains is a goal of great interest in the machine learning community. Unfortunately, the real-world is filled with systems that can bepartially observed but cannot, as yet, be described by first principlemodels. Moreover, the traditional paradigm of direct interaction with the environment used in reinforcement learning (RL) is often prohibitively expensive in practice. An alternative approach that simultaneously solves both of these problems is to gain experience in simulation; the simulation in this approach is a computational model derived from observations. Advances in sensory and information technology are simplifying the acquisition and distribution of real-world datasets to computational scientists; thus, the barrier to linking intelligent control with real-world domains is becoming one of identifying high-quality state-space and transition functions directly from observations. From a dynamical systems perspective, this barrier is analogous to the problem of finding high-quality manifold embeddings and a rich literature of theory and practice exists to address it. The contribution of this work is two-fold. First, we describe an approach for learning optimal control strategies directly from observations using manifold embeddings as the intermediate state representation. Second, we demonstrate how control strategies constructed in this way can answer important scientific questions. As a concrete example, we use our approach to guide experimental decisions in neurostimulation treatments of epilepsy.


Kalman Temporal Differences

Journal of Artificial Intelligence Research

Because reinforcement learning suffers from a lack of scalability, online value (and Q-) function approximation has received increasing interest this last decade. This contribution introduces a novel approximation scheme, namely the Kalman Temporal Differences (KTD) framework, that exhibits the following features: sample-efficiency, non-linear approximation, non-stationarity handling and uncertainty management. A first KTD-based algorithm is provided for deterministic Markov Decision Processes (MDP) which produces biased estimates in the case of stochastic transitions. Than the eXtended KTD framework (XKTD), solving stochastic MDP, is described. Convergence is analyzed for special cases for both deterministic and stochastic transitions. Related algorithms are experimented on classical benchmarks. They compare favorably to the state of the art while exhibiting the announced features.


Optimism in Reinforcement Learning and Kullback-Leibler Divergence

arXiv.org Machine Learning

We consider model-based reinforcement learning in finite Markov De- cision Processes (MDPs), focussing on so-called optimistic strategies. In MDPs, optimism can be implemented by carrying out extended value it- erations under a constraint of consistency with the estimated model tran- sition probabilities. The UCRL2 algorithm by Auer, Jaksch and Ortner (2009), which follows this strategy, has recently been shown to guarantee near-optimal regret bounds. In this paper, we strongly argue in favor of using the Kullback-Leibler (KL) divergence for this purpose. By studying the linear maximization problem under KL constraints, we provide an ef- ficient algorithm, termed KL-UCRL, for solving KL-optimistic extended value iteration. Using recent deviation bounds on the KL divergence, we prove that KL-UCRL provides the same guarantees as UCRL2 in terms of regret. However, numerical experiments on classical benchmarks show a significantly improved behavior, particularly when the MDP has reduced connectivity. To support this observation, we provide elements of com- parison between the two algorithms based on geometric considerations.


An Automated Model-Based Adaptive Architecture in Modern Games

AAAI Conferences

This paper proposes an automatic model-based approach that enables adaptive decision making in modern virtual games. It builds upon the Integrated MDP and POMDP Learning AgeNT (IMPLANT) architecture which has shown to provide plausible adaptive decision making in modern games. However, it suffers from highly time-consuming manual model specification problems. By incorporating an automated priority sweeping based model builder for the MDP, as well as using the Tactical Agent Personality for the POMDP, the work in this paper aims to resolve these problems. Empirical proof of concept is shown based on an implementation in a modern game scenario, whereby the enhanced IMPLANT agent is shown to exhibit superior adaptation performance over the old IMPLANT agent whilst eliminating manual model specifications and at the same time still maintaining plausible speeds.


Crowd Simulation Via Multi-Agent Reinforcement Learning

AAAI Conferences

Artificial intelligence is frequently used to control virtual characters in movies and games. When these characters appear in crowds, controlling them is called crowd simulation. In this paper, I suggest that crowd simulation could be accomplished by multi-agent reinforcement learning, a method by which groups of agents can learn to act autonomously in their environment. I present a case study that explores the challenges and benefits of this type of approach and encourages the development of learning techniques for AI in entertainment media.


Learning Companion Behaviors Using Reinforcement Learning in Games

AAAI Conferences

Our goal is to enable Non Player Characters (NPC) in computer games to exhibit natural behaviors. The quality of behaviors affects the game experience especially in story-based games, which rely on player-NPC interactions. We used Reinforcement Learning to enable NPC companions to develop preferences for actions. We implemented our RL technique in BioWare Corp.’s Neverwinter Nights. Our experiments evaluate an NPC companion’s behaviors regarding traps. Our method enables NPCs to rapidly learn reasonable behaviors and adapt to changes in the game.


Approximate Inference and Stochastic Optimal Control

arXiv.org Machine Learning

We propose a novel reformulation of the stochastic optimal control problem as an approximate inference problem, demonstrating, that such a interpretation leads to new practical methods for the original problem. In particular we characterise a novel class of iterative solutions to the stochastic optimal control problem based on a natural relaxation of the exact dual formulation. These theoretical insights are applied to the Reinforcement Learning problem where they lead to new model free, off policy methods for discrete and continuous problems.