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 Reinforcement Learning


Sketch-Based Linear Value Function Approximation

Neural Information Processing Systems

Hashing is a common method to reduce large, potentially infinite feature vectors to a fixed-size table. In reinforcement learning, hashing is often used in conjunction withtile coding to represent states in continuous spaces. Hashing is also a promising approach to value function approximation in large discrete domains such as Go and Hearts, where feature vectors can be constructed by exhaustively combining a set of atomic features. Unfortunately, the typical use of hashing in value function approximation results in biased value estimates due to the possibility ofcollisions. Recent work in data stream summaries has led to the development of the tug-of-war sketch, an unbiased estimator for approximating inner products. Our work investigates the application of this new data structure to linear value function approximation. Although in the reinforcement learning setting the use of the tug-of-war sketch leads to biased value estimates, we show that this bias can be orders of magnitude less than that of standard hashing. We provide empirical results on two RL benchmark domains and fifty-five Atari 2600 games to highlight the superior learning performance obtained when using tug-of-war hashing.


Hierarchical Optimistic Region Selection driven by Curiosity

Neural Information Processing Systems

This paper aims to take a step forwards making the term ``intrinsic motivation'' from reinforcement learning theoretically well founded, focusing on curiosity-driven learning. To that end, we consider the setting where, a fixed partition P of a continuous space X being given, and a process \nu defined on X being unknown, we are asked to sequentially decide which cell of the partition to select as well as where to sample \nu in that cell, in order to minimize a loss function that is inspired from previous work on curiosity-driven learning. The loss on each cell consists of one term measuring a simple worst case quadratic sampling error, and a penalty term proportional to the range of the variance in that cell. The corresponding problem formulation extends the setting known as active learning for multi-armed bandits to the case when each arm is a continuous region, and we show how an adaptation of recent algorithms for that problem and of hierarchical optimistic sampling algorithms for optimization can be used in order to solve this problem. The resulting procedure, called Hierarchical Optimistic Region SElection driven by Curiosity (HORSE.C) is provided together with a finite-time regret analysis.


Value Pursuit Iteration

Neural Information Processing Systems

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. We theoretically study VPI and provide a finite-sample error upper bound for it.


Online Regret Bounds for Undiscounted Continuous Reinforcement Learning

Neural Information Processing Systems

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.


Imitation Learning by Coaching

Neural Information Processing Systems

Imitation Learning has been shown to be successful in solving many challenging real-world problems. Some recent approaches give strong performance guarantees by training the policy iteratively. However, it is important to note that these guarantees depend on how well the policy we found can imitate the oracle on the training data. When there is a substantial difference between the oracle's ability and the learner's policy space, we may fail to find a policy that has low error on the training set. In such cases, we propose to use a coach that demonstrates easy-to-learn actions for the learner and gradually approaches the oracle. By a reduction of learning by demonstration to online learning, we prove that coaching can yield a lower regret bound than using the oracle. We apply our algorithm to a novel cost-sensitive dynamic feature selection problem, a hard decision problem that considers a user-specified accuracy-cost trade-off. Experimental results on UCI datasets show that our method outperforms state-of-the-art imitation learning methods in dynamic features selection and two static feature selection methods.


Algorithms for Learning Markov Field Policies

Neural Information Processing Systems

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. This distribution corresponds to a Markov Random Field. 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.


Inverse Reinforcement Learning through Structured Classification

Neural Information Processing Systems

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. This is illustrated on a car driving simulator.


On-line Reinforcement Learning Using Incremental Kernel-Based Stochastic Factorization

Neural Information Processing Systems

Kernel-based stochastic factorization (KBSF) is an algorithm for solving reinforcement learningtasks with continuous state spaces which builds a Markov decision process (MDP) based on a set of sample transitions. What sets KBSF apart from other kernel-based approaches is the fact that the size of its MDP is independent ofthe number of transitions, which makes it possible to control the tradeoff between the quality of the resulting approximation and the associated computational cost.However, KBSF's memory usage grows linearly with the number of transitions, precluding its application in scenarios where a large amount of data must be processed. In this paper we show that it is possible to construct KBSF's MDP in a fully incremental way, thus freeing the space complexity of this algorithm fromits dependence on the number of sample transitions. The incremental version of KBSF is able to process an arbitrary amount of data, which results in a model-based reinforcement learning algorithm that can be used to solve continuous MDPsin both off-line and online regimes. We present theoretical results showing that KBSF can approximate the value function that would be computed by conventional kernel-based learning with arbitrary precision. We empirically demonstrate the effectiveness of the proposed algorithm in the challenging threepole balancingtask, in which the ability to process a large number of transitions is crucial for success.


Transferring Expectations in Model-based Reinforcement Learning

Neural Information Processing Systems

We study how to automatically select and adapt multiple abstractions or representations of the world to support model-based reinforcement learning. We address the challenges of transfer learning in heterogeneous environments with varying tasks. We present an efficient, online framework that, through a sequence of tasks, learns a set of relevant representations to be used in future tasks. Without pre-defined mapping strategies, we introduce a general approach to support transfer learning across different state spaces. We demonstrate the potential impact of our system through improved jumpstart and faster convergence to near optimum policy in two benchmark domains.


Learned Prioritization for Trading Off Accuracy and Speed

Neural Information Processing Systems

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. Moreover, it is not specifically tuned for the known reward function. We propose a hybrid reinforcement/apprenticeship learning algorithm that, even with only a few inexpensive features, can automatically learn weights that achieve competitive accuracies at significant improvements in speed over state-of-the-art baselines.