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 Reinforcement Learning


On the influence of intelligence in (social) intelligence testing environments

arXiv.org Artificial Intelligence

This paper analyses the influence of including agents of different degrees of intelligence in a multiagent system. The goal is to better understand how we can develop intelligence tests that can evaluate social intelligence. We analyse several reinforcement algorithms in several contexts of cooperation and competition. Our experimental setting is inspired by the recently developed Darwin-Wallace distribution.


Learning RoboCup-Keepaway with Kernels

arXiv.org Artificial Intelligence

We apply kernel-based methods to solve the difficult reinforcement learning problem of 3vs2 keepaway in RoboCup simulated soccer. Key challenges in keepaway are the high-dimensionality of the state space (rendering conventional discretization-based function approximation like tilecoding infeasible), the stochasticity due to noise and multiple learning agents needing to cooperate (meaning that the exact dynamics of the environment are unknown) and real-time learning (meaning that an efficient online implementation is required). We employ the general framework of approximate policy iteration with least-squares-based policy evaluation. As underlying function approximator we consider the family of regularization networks with subset of regressors approximation. The core of our proposed solution is an efficient recursive implementation with automatic supervised selection of relevant basis functions. Simulation results indicate that the behavior learned through our approach clearly outperforms the best results obtained earlier with tilecoding by Stone et al. (2005).


Gaussian Processes for Sample Efficient Reinforcement Learning with RMAX-like Exploration

arXiv.org Artificial Intelligence

We present an implementation of model-based online reinforcement learning (RL) for continuous domains with deterministic transitions that is specifically designed to achieve low sample complexity. To achieve low sample complexity, since the environment is unknown, an agent must intelligently balance exploration and exploitation, and must be able to rapidly generalize from observations. While in the past a number of related sample efficient RL algorithms have been proposed, to allow theoretical analysis, mainly model-learners with weak generalization capabilities were considered. Here, we separate function approximation in the model learner (which does require samples) from the interpolation in the planner (which does not require samples). For model-learning we apply Gaussian processes regression (GP) which is able to automatically adjust itself to the complexity of the problem (via Bayesian hyperparameter selection) and, in practice, often able to learn a highly accurate model from very little data. In addition, a GP provides a natural way to determine the uncertainty of its predictions, which allows us to implement the "optimism in the face of uncertainty" principle used to efficiently control exploration. Our method is evaluated on four common benchmark domains.


A Reinforcement Learning Theory for Homeostatic Regulation

Neural Information Processing Systems

Reinforcement learning models address animal's behavioral adaptation to its changing "external" environment, and are based on the assumption that Pavlovian, habitual and goal-directed responses seek to maximize reward acquisition. Negative-feedback models of homeostatic regulation, on the other hand, are concerned with behavioral adaptation in response to the "internal" state of the animal, and assume that animals' behavioral objective is to minimize deviations of some key physiological variables from their hypothetical setpoints. Building upon the drive-reduction theory of reward, we propose a new analytical framework that integrates learning and regulatory systems, such that the two seemingly unrelated objectives of reward maximization and physiological-stability prove to be identical. The proposed theory shows behavioral adaptation to both internal and external states in a disciplined way. We further show that the proposed framework allows for a unified explanation of some behavioral phenomenon like motivational sensitivity of different associative learning mechanism, anticipatory responses, interaction among competing motivational systems, and risk aversion.


Clustering via Dirichlet Process Mixture Models for Portable Skill Discovery

Neural Information Processing Systems

Skill discovery algorithms in reinforcement learning typically identify single states or regions in state space that correspond to task-specific subgoals. However, such methods do not directly address the question of how many distinct skills are appropriate for solving the tasks that the agent faces. This can be highly inefficient when many identified subgoals correspond to the same underlying skill, but are all used individually as skill goals. Furthermore, skills created in this manner are often only transferable to tasks that share identical state spaces, since corresponding subgoals across tasks are not merged into a single skill goal. We show that these problems can be overcome by clustering subgoal data defined in an agent-space and using the resulting clusters as templates for skill termination conditions. Clustering via a Dirichlet process mixture model is used to discover a minimal, sufficient collection of portable skills.


Transfer from Multiple MDPs

Neural Information Processing Systems

Transfer reinforcement learning (RL) methods leverage on the experience collected on a set of source tasks to speed-up RL algorithms. A simple and effective approach is to transfer samples from source tasks and include them in the training set used to solve a target task. In this paper, we investigate the theoretical properties of this transfer method and we introduce novel algorithms adapting the transfer process on the basis of the similarity between source and target tasks. Finally, we report illustrative experimental results in a continuous chain problem.


Nonlinear Inverse Reinforcement Learning with Gaussian Processes

Neural Information Processing Systems

We present a probabilistic algorithm for nonlinear inverse reinforcement learning. The goal of inverse reinforcement learning is to learn the reward function in a Markov decision process from expert demonstrations. While most prior inverse reinforcement learning algorithms represent the reward as a linear combination of a set of features, we use Gaussian processes to learn the reward as a nonlinear function, while also determining the relevance of each feature to the expert's policy. Our probabilistic algorithm allows complex behaviors to be captured from suboptimal stochastic demonstrations, while automatically balancing the simplicity of the learned reward structure against its consistency with the observed actions.


Reinforcement Learning using Kernel-Based Stochastic Factorization

Neural Information Processing Systems

Kernel-based reinforcement-learning (KBRL) is a method for learning a decision policy from a set of sample transitions which stands out for its strong theoretical guarantees. However, the size of the approximator grows with the number of transitions, which makes the approach impractical for large problems. In this paper we introduce a novel algorithm to improve the scalability of KBRL. We resort to a special decomposition of a transition matrix, called stochastic factorization, to fix the size of the approximator while at the same time incorporating all the information contained in the data. The resulting algorithm, kernel-based stochastic factorization (KBSF), is much faster but still converges to a unique solution. We derive a theoretical upper bound for the distance between the value functions computed by KBRL and KBSF. The effectiveness of our method is illustrated with computational experiments on four reinforcement-learning problems, including a difficult task in which the goal is to learn a neurostimulation policy to suppress the occurrence of seizures in epileptic rat brains. We empirically demonstrate that the proposed approach is able to compress the information contained in KBRL's model. Also, on the tasks studied, KBSF outperforms two of the most prominent reinforcement-learning algorithms, namely least-squares policy iteration and fitted Q-iteration.


Action-Gap Phenomenon in Reinforcement Learning

Neural Information Processing Systems

Many practitioners of reinforcement learning problems have observed that oftentimes the performance of the agent reaches very close to the optimal performance even though the estimated (action-)value function is still far from the optimal one. The goal of this paper is to explain and formalize this phenomenon by introducing the concept of the action-gap regularity. As a typical result, we prove that for an agent following the greedy policy \(\hat{\pi}\) with respect to an action-value function \(\hat{Q}\), the performance loss \(E[V^*(X) - V^{\hat{X}} (X)]\) is upper bounded by \(O(|| \hat{Q} - Q^*||_\infty^{1+\zeta}\)), in which \(\zeta >= 0\) is the parameter quantifying the action-gap regularity. For \(\zeta > 0\), our results indicate smaller performance loss compared to what previous analyses had suggested. Finally, we show how this regularity affects the performance of the family of approximate value iteration algorithms.


A Non-Parametric Approach to Dynamic Programming

Neural Information Processing Systems

In this paper, we consider the problem of policy evaluation for continuous-state systems. We present a non-parametric approach to policy evaluation, which uses kernel density estimation to represent the system. The true form of the value function for this model can be determined, and can be computed using Galerkin's method. Furthermore, we also present a unified view of several well-known policy evaluation methods. In particular, we show that the same Galerkin method can be used to derive Least-Squares Temporal Difference learning, Kernelized Temporal Difference learning, and a discrete-state Dynamic Programming solution, as well as our proposed method. In a numerical evaluation of these algorithms, the proposed approach performed better than the other methods.