Reinforcement Learning
Model-based Reinforcement Learning and the Eluder Dimension
Osband, Ian, Van Roy, Benjamin
We consider the problem of learning to optimize an unknown Markov decision process (MDP). We show that, if the MDP can be parameterized within some known function class, we can obtain regret bounds that scale with the dimensionality, rather than cardinality, of the system. We characterize this dependence explicitly as $\tilde{O}(\sqrt{d_K d_E T})$ where $T$ is time elapsed, $d_K$ is the Kolmogorov dimension and $d_E$ is the \emph{eluder dimension}. These represent the first unified regret bounds for model-based reinforcement learning and provide state of the art guarantees in several important settings. Moreover, we present a simple and computationally efficient algorithm \emph{posterior sampling for reinforcement learning} (PSRL) that satisfies these bounds.
A Comparison of learning algorithms on the Arcade Learning Environment
Defazio, Aaron, Graepel, Thore
Reinforcement learning agents have traditionally been evaluated on small toy problems. With advances in computing power and the advent of the Arcade Learning Environment, it is now possible to evaluate algorithms on diverse and difficult problems within a consistent framework. We discuss some challenges posed by the arcade learning environment which do not manifest in simpler environments. We then provide a comparison of model-free, linear learning algorithms on this challenging problem set.
Q-learning for Optimal Control of Continuous-time Systems
Luo, Biao, Liu, Derong, Huang, Tingwen
In this paper, two Q-learning (QL) methods are proposed and their convergence theories are established for addressing the model-free optimal control problem of general nonlinear continuous-time systems. By introducing the Q-function for continuous-time systems, policy iteration based QL (PIQL) and value iteration based QL (VIQL) algorithms are proposed for learning the optimal control policy from real system data rather than using mathematical system model. It is proved that both PIQL and VIQL methods generate a nonincreasing Q-function sequence, which converges to the optimal Q-function. For implementation of the QL algorithms, the method of weighted residuals is applied to derived the parameters update rule. The developed PIQL and VIQL algorithms are essentially off-policy reinforcement learning approachs, where the system data can be collected arbitrary and thus the exploration ability is increased. With the data collected from the real system, the QL methods learn the optimal control policy offline, and then the convergent control policy will be employed to real system. The effectiveness of the developed QL algorithms are verified through computer simulation.
The Reinforcement Learning Competition 2014
Dimitrakakis, Christos (Chalmers University of Technology) | Li, Guangliang (University of Amsterdam) | Tziortziotis, Nikoalos (University of Ioannina)
Reinforcement learning is one of the most general problems in artificial intelligence. It has been used to model problems in automated experiment design, control, economics, game playing, scheduling and telecommunications. The aim of the reinforcement learning competition is to encourage the development of very general learning agents for arbitrary reinforcement learning problems and to provide a test-bed for the unbiased evaluation of algorithms.
Optimizing Player Experience in Interactive Narrative Planning: A Modular Reinforcement Learning Approach
Rowe, Jonathan (North Carolina State University) | Mott, Bradford (North Carolina State University) | Lester, James (North Carolina State University)
Recent years have witnessed growing interest in data-driven approaches to interactive narrative planning and drama management. Reinforcement learning techniques show particular promise because they can automatically induce and refine models for tailoring game events by optimizing reward functions that explicitly encode interactive narrative experiencesโ quality. Due to the inherently subjective nature of interactive narrative experience, designing effective reward functions is challenging. In this paper, we investigate the impacts of alternate formulations of reward in a reinforcement learning-based interactive narrative planner for the Crystal Island game environment. We formalize interactive narrative planning as a modular reinforcement-learning (MRL) problem. By decomposing interactive narrative planning into multiple independent sub-problems, MRL enables efficient induction of interactive narrative policies directly from a corpus of human playersโ experience data. Empirical analyses suggest that interactive narrative policies induced with MRL are likely to yield better player outcomes than heuristic or baseline policies. Furthermore, we observe that MRL-based interactive narrative planners are robust to alternate reward discount parameterizations.
The Reinforcement Learning Competition 2014
Dimitrakakis, Christos (Chalmers University of Technology) | Li, Guangliang (University of Amsterdam) | Tziortziotis, Nikoalos (University of Ioannina)
Reinforcement learning is one of the most general problems in artificial intelligence. It has been used to model problems in automated experiment design, control, economics, game playing, scheduling and telecommunications. The aim of the reinforcement learning competition is to encourage the development of very general learning agents for arbitrary reinforcement learning problems and to provide a test-bed for the unbiased evaluation of algorithms.
Policy Iteration Based on Stochastic Factorization
Barreto, A. M. S., Pineau, J., Precup, D.
When a transition probability matrix is represented as the product of two stochastic matrices, one can swap the factors of the multiplication to obtain another transition matrix that retains some fundamental characteristics of the original. Since the derived matrix can be much smaller than its precursor, this property can be exploited to create a compact version of a Markov decision process (MDP), and hence to reduce the computational cost of dynamic programming. Building on this idea, this paper presents an approximate policy iteration algorithm called policy iteration based on stochastic factorization, or PISF for short. In terms of computational complexity, PISF replaces standard policy iteration's cubic dependence on the size of the MDP with a function that grows only linearly with the number of states in the model. The proposed algorithm also enjoys nice theoretical properties: it always terminates after a finite number of iterations and returns a decision policy whose performance only depends on the quality of the stochastic factorization. In particular, if the approximation error in the factorization is sufficiently small, PISF computes the optimal value function of the MDP. The paper also discusses practical ways of factoring an MDP and illustrates the usefulness of the proposed algorithm with an application involving a large-scale decision problem of real economical interest.
Probabilistic inverse reinforcement learning in unknown environments
Tossou, Aristide, Dimitrakakis, Christos
We consider the problem of learning by demonstration from agents acting in unknown stochastic Markov environments or games. Our aim is to estimate agent preferences in order to construct improved policies for the same task that the agents are trying to solve. To do so, we extend previous probabilistic approaches for inverse reinforcement learning in known MDPs to the case of unknown dynamics or opponents. We do this by deriving two simplified probabilistic models of the demonstrator's policy and utility. For tractability, we use maximum a posteriori estimation rather than full Bayesian inference. Under a flat prior, this results in a convex optimisation problem. We find that the resulting algorithms are highly competitive against a variety of other methods for inverse reinforcement learning that do have knowledge of the dynamics.
Active Sensing as Bayes-Optimal Sequential Decision Making
Sensory inference under conditions of uncertainty is a major problem in both machine learning and computational neuroscience. An important but poorly understood aspect of sensory processing is the role of active sensing. Here, we present a Bayes-optimal inference and control framework for active sensing, C-DAC (Context-Dependent Active Controller). Unlike previously proposed algorithms that optimize abstract statistical objectives such as information maximization (Infomax) [Butko & Movellan, 2010] or one-step look-ahead accuracy [Najemnik & Geisler, 2005], our active sensing model directly minimizes a combination of behavioral costs, such as temporal delay, response error, and effort. We simulate these algorithms on a simple visual search task to illustrate scenarios in which context-sensitivity is particularly beneficial and optimization with respect to generic statistical objectives particularly inadequate. Motivated by the geometric properties of the C-DAC policy, we present both parametric and non-parametric approximations, which retain context-sensitivity while significantly reducing computational complexity. These approximations enable us to investigate the more complex problem involving peripheral vision, and we notice that the difference between C-DAC and statistical policies becomes even more evident in this scenario.
Feature Reinforcement Learning: State of the Art
Daswani, Mayank (Australian National University) | Sunehag, Peter (Australian National University) | Hutter, Marcus (Australian National University)
Feature reinforcement learning was introduced five years ago as a principled and practical approach to history-based learning. This paper examines the progress since its inception. We now have both model-based and model-free cost functions, most recently extended to the function approximation setting. Our current work is geared towards playing ATARI games using imitation learning, where we use Feature RL as a feature selection method for high-dimensional domains.