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 Reinforcement Learning


Reinforcement Learning Methods for Continuous-Time Markov Decision Problems

Neural Information Processing Systems

Semi-Markov Decision Problems are continuous time generalizations ofdiscrete time Markov Decision Problems. A number of reinforcement learning algorithms have been developed recently for the solution of Markov Decision Problems, based on the ideas of asynchronous dynamic programming and stochastic approximation. Amongthese are TD(,x), Q-Iearning, and Real-time Dynamic Programming. After reviewing semi-Markov Decision Problems and Bellman's optimality equation in that context, we propose algorithms similarto those named above, adapted to the solution of semi-Markov Decision Problems. We demonstrate these algorithms by applying them to the problem of determining the optimal control fora simple queueing system. We conclude with a discussion of circumstances under which these algorithms may be usefully applied. 1 Introduction A number of reinforcement learning algorithms based on the ideas of asynchronous dynamic programming and stochastic approximation have been developed recently for the solution of Markov Decision Problems.


Reinforcement Learning Predicts the Site of Plasticity for Auditory Remapping in the Barn Owl

Neural Information Processing Systems

In young barn owls raised with optical prisms over their eyes, these auditory maps are shifted to stay in register with the visual map, suggesting that the visual input imposes a frame of reference on the auditory maps. However, the optic tectum, the first site of convergence of visual with auditory information, is not the site of plasticity for the shift of the auditory maps; the plasticity occurs instead in the inferior colliculus, which contains an auditory map and projects into the optic tectum. We explored a model of the owl remapping in which a global reinforcement signal whose delivery is controlled by visual foveation. A hebb learning rule gated by reinforcement learnedto appropriately adjust auditory maps. In addition, reinforcement learning preferentially adjusted the weights in the inferior colliculus, as in the owl brain, even though the weights were allowed to change throughout the auditory system. This observation raisesthe possibility that the site of learning does not have to be genetically specified, but could be determined by how the learning procedure interacts with the network architecture.


Learning to Play the Game of Chess

Neural Information Processing Systems

This paper presents NeuroChess, a program which learns to play chess from the final outcome of games. NeuroChess learns chess board evaluation functions, represented by artificial neural networks.


An Actor/Critic Algorithm that is Equivalent to Q-Learning

Neural Information Processing Systems

We prove the convergence of an actor/critic algorithm that is equivalent toQ-Iearning by construction. Its equivalence is achieved by encoding Q-values within the policy and value function of the actor andcritic. The resultant actor/critic algorithm is novel in two ways: it updates the critic only when the most probable action is executed from any given state, and it rewards the actor using criteria thatdepend on the relative probability of the action that was executed.


Finding Structure in Reinforcement Learning

Neural Information Processing Systems

Reinforcement learning addresses the problem of learning to select actions in order to maximize one's performance in unknown environments. To scale reinforcement learning to complex real-world tasks, such as typically studied in AI, one must ultimately be able to discover the structure in the world, in order to abstract away the myriad of details and to operate in more tractable problem spaces. This paper presents the SKILLS algorithm. SKILLS discovers skills, which are partially defined action policies that arise in the context of multiple, related tasks.


Instance-Based State Identification for Reinforcement Learning

Neural Information Processing Systems

This paper presents instance-based state identification, an approach to reinforcement learning and hidden state that builds disambiguating amountsof short-term memory online, and also learns with an order of magnitude fewer training steps than several previous approaches. Inspiredby a key similarity between learning with hidden state and learning in continuous geometrical spaces, this approach uses instance-based (or "memory-based") learning, a method that has worked well in continuous spaces. 1 BACKGROUND AND RELATED WORK When a robot's next course of action depends on information that is hidden from the sensors because of problems such as occlusion, restricted range, bounded field of view and limited attention, the robot suffers from hidden state. More formally, we say a reinforcement learning agent suffers from the hidden state problem if the agent's state representation is non-Markovian with respect to actions and utility. The hidden state problem arises as a case of perceptual aliasing: the mapping between statesof the world and sensations of the agent is not one-to-one [Whitehead, 1992]. If the agent's perceptual system produces the same outputs for two world states in which different actions are required, and if the agent's state representation consists only of its percepts, then the agent will fail to choose correct actions.


Generalization in Reinforcement Learning: Safely Approximating the Value Function

Neural Information Processing Systems

Reinforcement learning-the problem of getting an agent to learn to act from sparse, delayed rewards-has been advanced by techniques based on dynamic programming (DP). These algorithms compute a value function which gives, for each state, the minimum possiblelong-term cost commencing in that state. For the high-dimensional and continuous state spaces characteristic of real-world control tasks, a discrete representation ofthe value function is intractable; some form of generalization is required. A natural way to incorporate generalization into DP is to use a function approximator, rather than a lookup table, to represent the value function. This approach, which dates back to uses of Legendre polynomials in DP [Bellman et al., 19631, has recently worked well on several dynamic control problems [Mahadevan and Connell, 1990, Lin, 1993] and succeeded spectacularly on the game of backgammon [Tesauro, 1992, Boyan, 1992].


Reinforcement Learning with Soft State Aggregation

Neural Information Processing Systems

It is widely accepted that the use of more compact representations than lookup tables is crucial to scaling reinforcement learning (RL) algorithms to real-world problems. Unfortunately almost all of the theory of reinforcement learning assumes lookup table representations. Inthis paper we address the pressing issue of combining function approximation and RL, and present 1) a function approximator basedon a simple extension to state aggregation (a commonly used form of compact representation), namely soft state aggregation, 2) a theory of convergence for RL with arbitrary, but fixed, soft state aggregation, 3) a novel intuitive understanding of the effect of state aggregation on online RL, and 4) a new heuristic adaptive state aggregation algorithm that finds improved compact representations by exploiting the non-discrete nature of soft state aggregation. Preliminary empirical results are also presented.


Advantage Updating Applied to a Differential Game

Neural Information Processing Systems

An application of reinforcement learning to a linear-quadratic, differential game is presented. The reinforcement learning system uses a recently developed algorithm, the residual gradient form of advantage updating. The game is a Markov Decision Process (MDP) with continuous time, states, and actions, linear dynamics, and a quadratic cost function. The game consists of two players, a missile and a plane; the missile pursues the plane and the plane evades the missile. The reinforcement learning algorithm for optimal control is modified for differential games in order to find the minimax point, rather than the maximum. Simulation results are compared to the optimal solution, demonstrating that the simulated reinforcement learning system converges to the optimal answer. The performance of both the residual gradient and non-residual gradient forms of advantage updating and Q-learning are compared. The results show that advantage updating converges faster than Q-learning in all simulations.


Reinforcement Learning Algorithm for Partially Observable Markov Decision Problems

Neural Information Processing Systems

Increasing attention has been paid to reinforcement learning algorithms inrecent years, partly due to successes in the theoretical analysis of their behavior in Markov environments. If the Markov assumption is removed, however, neither generally the algorithms nor the analyses continue to be usable. We propose and analyze a new learning algorithm to solve a certain class of non-Markov decision problems. Our algorithm applies to problems in which the environment is Markov, but the learner has restricted access to state information. The algorithm involves a Monte-Carlo policy evaluationcombined with a policy improvement method that is similar to that of Markov decision problems and is guaranteed to converge to a local maximum. The algorithm operates in the space of stochastic policies, a space which can yield a policy that performs considerablybetter than any deterministic policy. Although the space of stochastic policies is continuous-even for a discrete action space-our algorithm is computationally tractable.