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 Reinforcement Learning


Exploiting Model Uncertainty Estimates for Safe Dynamic Control Learning

Neural Information Processing Systems

Figure 2: The task is to move the cart to the origin as quickly as possible without dropping the pole. The bottom three pictures show a trace of the policy execution obtained after one, two, and three trials (shown in increments of 0.5 seconds) Controller Number of data points used Cost from initial state 17 to build the controller LQR


Learning from Demonstration

Neural Information Processing Systems

By now it is widely accepted that learning a task from scratch, i.e., without any prior knowledge, is a daunting undertaking. Humans, however, rarely attempt to learn from scratch. They extract initial biases as well as strategies how to approach a learning problem from instructions and/or demonstrations of other humans. For learning control, this paper investigates how learning from demonstration can be applied in the context of reinforcement learning. We consider priming the Q-function, the value function, the policy, and the model of the task dynamics as possible areas where demonstrations can speed up learning. In general nonlinear learning problems, only model-based reinforcement learning shows significant speedup after a demonstration, while in the special case of linear quadratic regulator (LQR) problems, all methods profit from the demonstration. In an implementation of pole balancing on a complex anthropomorphic robot arm, we demonstrate that, when facing the complexities of real signal processing, model-based reinforcement learning offers the most robustness for LQR problems. Using the suggested methods, the robot learns pole balancing in just a single trial after a 30 second long demonstration of the human instructor.


Multi-Grid Methods for Reinforcement Learning in Controlled Diffusion Processes

Neural Information Processing Systems

A CDP can always be discretized in state space and time and thus reduced to a Markov Decision Problem. Algorithms like Q-Iearning and RTDP as described in [1] can then be applied to produce controls or optimal value functions for a fixed discretization. Problems arise when the discretization needs to be refined, or when multi-grid information needs to be extracted to accelerate the algorithm. The relation of time to state space discretization parameters is crucial in both cases. Therefore 1034 S. Pareigis a mathematical model of the discretized process is introduced, which reflects the properties of the converged empirical process.


Local Bandit Approximation for Optimal Learning Problems

Neural Information Processing Systems

A Bayesian formulation of the problem leads to a clear concept of a solution whose computation, however, appears to entail an examination of an intractably-large number of hyperstates. This paper has suggested extending the Gittins index approach (which applies with great power and elegance to the special class of multi-armed bandit processes) to general adaptive MDP's. The hope has been that if certain salient features of the value of information could be captured, even approximately, then one could be led to a reasonable method for avoiding certain defects of certainty-equivalence approaches (problems with identifiability, "metastability"). Obviously, positive evidence, in the form of empirical results from simulation experiments, would lend support to these ideas-work along these lines is underway. Local bandit approximation is but one approximate computational approach for problems of optimal learning and dual control. Most prominent in the literature of control theory is the "wide-sense" approach of [Bar-Shalom & Tse, 1976], which utilizes local quadratic approximations about nominal state/control trajectories. For certain problems, this method has demonstrated superior performance compared to a certainty-equivalence approach, but it is computationally very intensive and unwieldy, particularly for problems with controller dimension greater than one. One could revert to the view of the bandit problem, or general adaptive MDP, as simply a very large MDP defined over hyperstates, and then consider a some- Local Bandit Approximationfor Optimal Learning Problems 1025 what direct approach in which one performs approximate dynamic programming with function approximation over this domain-details of function-approximation, feature-selection, and "training" all become important design issues.


Efficient Nonlinear Control with Actor-Tutor Architecture

Neural Information Processing Systems

A new reinforcement learning architecture for nonlinear control is proposed. A direct feedback controller, or the actor, is trained by a value-gradient based controller, or the tutor. This architecture enables both efficient use of the value function and simple computation for real-time implementation. Good performance was verified in multidimensional nonlinear control tasks using Gaussian softmax networks.


Reinforcement Learning for Dynamic Channel Allocation in Cellular Telephone Systems

Neural Information Processing Systems

In cellular telephone systems, an important problem is to dynamically allocate the communication resource (channels) so as to maximize service in a stochastic caller environment. This problem is naturally formulated as a dynamic programming problem and we use a reinforcement learning (RL) method to find dynamic channel allocation policies that are better than previous heuristic solutions. The policies obtained perform well for a broad variety of call traffic patterns.


Why did TD-Gammon Work?

Neural Information Processing Systems

Although TD-Gammon is one of the major successes in machine learning, it has not led to similar impressive breakthroughs in temporal difference learning for other applications or even other games. We were able to replicate some of the success of TD-Gammon, developing a competitive evaluation function on a 4000 parameter feed-forward neural network, without using back-propagation, reinforcement or temporal difference learning methods. Instead we apply simple hill-climbing in a relative fitness environment. These results and further analysis suggest that the surprising success of Tesauro's program had more to do with the co-evolutionary structure of the learning task and the dynamics of the backgammon game itself. 1 INTRODUCTION It took great chutzpah for Gerald Tesauro to start wasting computer cycles on temporal difference learning in the game of Backgammon (Tesauro, 1992). After all, the dream of computers mastering a domain by self-play or "introspection" had been around since the early days of AI, forming part of Samuel's checker player (Samuel, 1959) and used in Donald Michie's MENACE tictac-toe learner (Michie, 1961).


Exploiting Model Uncertainty Estimates for Safe Dynamic Control Learning

Neural Information Processing Systems

Figure 2: The task is to move the cart to the origin as quickly as possible without dropping the pole. The bottom three pictures show a trace of the policy execution obtained after one, two, and three trials (shown in increments of 0.5 seconds) Controller Number of data points used Cost from initial state 17 to build the controller LQR


Approximate Solutions to Optimal Stopping Problems

Neural Information Processing Systems

We propose and analyze an algorithm that approximates solutions to the problem of optimal stopping in a discounted irreducible aperiodic Markov chain. The scheme involves the use of linear combinations of fixed basis functions to approximate a Q-function. The weights of the linear combination are incrementally updated through an iterative process similar to Q-Iearning, involving simulation of the underlying Markov chain. Due to space limitations, we only provide an overview of a proof of convergence (with probability 1) and bounds on the approximation error. This is the first theoretical result that establishes the soundness of a Q-Iearninglike algorithm when combined with arbitrary linear function approximators to solve a sequential decision problem.


Analysis of Temporal-Diffference Learning with Function Approximation

Neural Information Processing Systems

We present new results about the temporal-difference learning algorithm, as applied to approximating the cost-to-go function of a Markov chain using linear function approximators. The algorithm we analyze performs online updating of a parameter vector during a single endless trajectory of an aperiodic irreducible finite state Markov chain. Results include convergence (with probability 1), a characterization of the limit of convergence, and a bound on the resulting approximation error. In addition to establishing new and stronger results than those previously available, our analysis is based on a new line of reasoning that provides new intuition about the dynamics of temporal-difference learning. Furthermore, we discuss the implications of two counterexamples with regards to the Significance of online updating and linearly parameterized function approximators. 1 INTRODUCTION The problem of predicting the expected long-term future cost (or reward) of a stochastic dynamic system manifests itself in both time-series prediction and control.