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 Reinforcement Learning


Improving Elevator Performance Using Reinforcement Learning

Neural Information Processing Systems

This paper describes the application of reinforcement learning (RL) to the difficult real world problem of elevator dispatching. The elevator domain poses a combination of challenges not seen in most RL research to date. Elevator systems operate in continuous state spaces and in continuous time as discrete event dynamic systems. Their states are not fully observable and they are nonstationary due to changing passenger arrival rates. In addition, we use a team of RL agents, each of which is responsible for controlling one elevator car.


Optimal Asset Allocation using Adaptive Dynamic Programming

Neural Information Processing Systems

In recent years, the interest of investors has shifted to computerized asset allocation (portfolio management) to exploit the growing dynamics of the capital markets. In this paper, asset allocation is formalized as a Markovian Decision Problem which can be optimized by applying dynamic programming or reinforcement learning based algorithms. Using an artificial exchange rate, the asset allocation strategy optimized with reinforcement learning (Q-Learning) is shown to be equivalent to a policy computed by dynamic programming. The approach is then tested on the task to invest liquid capital in the German stock market. Here, neural networks are used as value function approximators. The resulting asset allocation strategy is superior to a heuristic benchmark policy. This is a further example which demonstrates the applicability of neural network based reinforcement learning to a problem setting with a high dimensional state space.


Predictive Q-Routing: A Memory-based Reinforcement Learning Approach to Adaptive Traffic Control

Neural Information Processing Systems

The controllers usually have no or only very little prior knowledge of the environment. While only local communication between controllers is allowed, the controllers must cooperate among themselves to achieve the common, global objective. Finding the optimal routing policy in such a distributed manner is very difficult. Moreover, since the environment is non-stationary, the optimal policy varies with time as a result of changes in network traffic and topology.


Active Gesture Recognition using Learned Visual Attention

Neural Information Processing Systems

We have developed a foveated gesture recognition system that runs in an unconstrained office environment with an active camera. Using vision routines previously implemented for an interactive environment, we determine the spatial location of salient body parts of a user and guide an active camera to obtain images of gestures or expressions. A hidden-state reinforcement learning paradigm is used to implement visual attention. The attention module selects targets to foveate based on the goal of successful recognition, and uses a new multiple-model Q-Iearning formulation. Given a set of target and distractor gestures, our system can learn where to foveate to maximally discriminate a particular gesture. 1 INTRODUCTION Vision has numerous uses in the natural world.


Stable LInear Approximations to Dynamic Programming for Stochastic Control Problems with Local Transitions

Neural Information Processing Systems

Recently, however, there have been some successful applications of neural networks in a totally different context - that of sequential decision making under uncertainty (stochastic control). Stochastic control problems have been studied extensively in the operations research and control theory literature for a long time, using the methodology of dynamic programming [Bertsekas, 1995]. In dynamic programming, the most important object is the cost-to-go (or value) junction, which evaluates the expected future 1046 B.V. ROY, 1. N. TSITSIKLIS


Active Gesture Recognition using Learned Visual Attention

Neural Information Processing Systems

We have developed a foveated gesture recognition system that runs in an unconstrained office environment with an active camera. Using visionroutines previously implemented for an interactive environment, wedetermine the spatial location of salient body parts of a user and guide an active camera to obtain images of gestures or expressions. A hidden-state reinforcement learning paradigm is used to implement visual attention. The attention module selects targets to foveate based on the goal of successful recognition, and uses a new multiple-model Q-Iearning formulation. Given a set of target and distractor gestures, our system can learn where to foveate to maximally discriminate a particular gesture. 1 INTRODUCTION Vision has numerous uses in the natural world.


Generalization in Reinforcement Learning: Successful Examples Using Sparse Coarse Coding

Neural Information Processing Systems

On large problems, reinforcement learning systems must use parameterized functionapproximators such as neural networks in order to generalize between similar situations and actions. In these cases there are no strong theoretical results on the accuracy of convergence, and computational resultshave been mixed. In particular, Boyan and Moore reported at last year's meeting a series of negative results in attempting to apply dynamic programming together with function approximation to simple control problems with continuous state spaces. In this paper, we present positive results for all the control tasks they attempted, and for one that is significantly larger. The most important differences are that we used sparse-coarse-coded function approximators (CMACs) whereas they used mostly global function approximators, and that we learned online whereas they learned offline. Boyan and Moore and others have suggested that the problems they encountered could be solved by using actual outcomes ("rollouts"), as in classical Monte Carlo methods, and as in the TD().) algorithm when).


Reinforcement Learning by Probability Matching

Neural Information Processing Systems

Department of Brain and Cognitive Sciences Massachusetts Institute of Technology Cambridge, MA 02139 Abstract We present a new algorithm for associative reinforcement learning. Thealgorithm is based upon the idea of matching a network's output probability with a probability distribution derived from the environment's reward signal. This Probability Matching algorithm is shown to perform faster and be less susceptible to local minima than previously existing algorithms. We use Probability Matching totrain mixture of experts networks, an architecture for which other reinforcement learning rules fail to converge reliably on even simple problems. This architecture is particularly well suited for our algorithm as it can compute arbitrarily complex functions yet calculation of the output probability is simple. 1 INTRODUCTION The problem of learning associative networks from scalar reinforcement signals is notoriously difficult.


Temporal Difference Learning in Continuous Time and Space

Neural Information Processing Systems

Elucidation of the relationship between TD learning and dynamic programming (DP) has provided good theoretical insights (Barto et al., 1995). However, conventional TD algorithms were based on discrete-time, discrete-state formulations. In applying these algorithms to control problems, time, space and action had to be appropriately discretized using a priori knowledge or by trial and error. Furthermore, when a TD algorithm is used for neurobiological modeling, discrete-time operation is often very unnatural. There have been several attempts to extend TD-like algorithms to continuous cases. Bradtke et al. (1994) showed convergence results for DPbased algorithms for a discrete-time, continuous-state linear system with a quadratic cost. Bradtke and Duff (1995) derived TD-like algorithms for continuous-time, discrete-state systems (semi-Markov decision problems). Baird (1993) proposed the "advantage updating" algorithm by modifying Q-Iearning so that it works with arbitrary small time steps.


Improving Policies without Measuring Merits

Neural Information Processing Systems

Performing policy iteration in dynamic programming should only require knowledge of relative rather than absolute measures of the utility of actions (Werbos, 1991) - what Baird (1993) calls the advantages ofactions at states. Nevertheless, most existing methods in dynamic programming (including Baird's) compute some form of absolute utility function. For smooth problems, advantages satisfy two differential consistency conditions (including the requirement that they be free of curl), and we show that enforcing these can lead to appropriate policy improvement solely in terms of advantages. 1 Introd uction In deciding how to change a policy at a state, an agent only needs to know the differences (called advantages) between the total return based on taking each action a for one step and then following the policy forever after, and the total return based on always following the policy (the conventional value of the state under the policy). The advantages are like differentials - they do not depend on the local levels of the total return. Indeed, Werbos (1991) defined Dual Heuristic Programming (DHP), using these facts, learning the derivatives of these total returns with respect to the state.