Reinforcement Learning
A Novel Reinforcement Model of Birdsong Vocalization Learning
Doya, Kenji, Sejnowski, Terrence J.
Songbirds learn to imitate a tutor song through auditory and motor learning. Wehave developed a theoretical framework for song learning that accounts for response properties of neurons that have been observed in many of the nuclei that are involved in song learning. Specifically, we suggest that the anteriorforebrain pathway, which is not needed for song production in the adult but is essential for song acquisition, provides synaptic perturbations and adaptive evaluations for syllable vocalization learning. A computer model based on reinforcement learning was constructed thatcould replicate a real zebra finch song with 90% accuracy based on a spectrographic measure.
Adaptive Load Balancing: A Study in Multi-Agent Learning
Schaerf, A., Shoham, Y., Tennenholtz, M.
We study the process of multi-agent reinforcement learning in the context ofload balancing in a distributed system, without use of either centralcoordination or explicit communication. We first define a precise frameworkin which to study adaptive load balancing, important features of which are itsstochastic nature and the purely local information available to individualagents. Given this framework, we show illuminating results on the interplaybetween basic adaptive behavior parameters and their effect on systemefficiency. We then investigate the properties of adaptive load balancing inheterogeneous populations, and address the issue of exploration vs.exploitation in that context. Finally, we show that naive use ofcommunication may not improve, and might even harm system efficiency.
Truncating Temporal Differences: On the Efficient Implementation of TD(lambda) for Reinforcement Learning
Temporal difference (TD) methods constitute a class of methods for learning predictions in multi-step prediction problems, parameterized by a recency factor lambda. Currently the most important application of these methods is to temporal credit assignment in reinforcement learning. Well known reinforcement learning algorithms, such as AHC or Q-learning, may be viewed as instances of TD learning. This paper examines the issues of the efficient and general implementation of TD(lambda) for arbitrary lambda, for use with reinforcement learning algorithms optimizing the discounted sum of rewards. The traditional approach, based on eligibility traces, is argued to suffer from both inefficiency and lack of generality. The TTD (Truncated Temporal Differences) procedure is proposed as an alternative, that indeed only approximates TD(lambda), but requires very little computation per action and can be used with arbitrary function representation methods. The idea from which it is derived is fairly simple and not new, but probably unexplored so far. Encouraging experimental results are presented, suggesting that using lambda > 0 with the TTD procedure allows one to obtain a significant learning speedup at essentially the same cost as usual TD(0) learning.
Robot Learning: Exploration and Continuous Domains
The goal of this workshop was to discuss two major issues: efficient exploration of a learner's state space, and learning in continuous domains. The common themes that emerged in presentations and in discussion were the importance of choosing one's domain assumptions carefully, mixing controllers/strategies, avoidance of catastrophic failure, new approaches with difficulties with reinforcement learning, and the importance of task transfer. He suggested that neither "fewer assumptions are better" nor "more assumptions are better" is a tenable position, and that we should strive to find and use standard sets of assumptions. With no such commonality, comparison of techniques and results is meaningless. Under Moore's guidance, the group discussed the possibility of designing an algorithm which used a number of well-chosen assumption sets and switched between them according to their empirical validity.
The Parti-Game Algorithm for Variable Resolution Reinforcement Learning in Multidimensional State-Spaces
Parti-game is a new algorithm for learning from delayed rewards in high dimensional real-valued state-spaces. In high dimensions it is essential that learning does not explore or plan over state space uniformly. Part i-game maintains a decision-tree partitioning of state-space and applies game-theory and computational geometry techniques to efficiently and reactively concentrate high resolution only on critical areas. Many simulated problems have been tested, ranging from 2-dimensional to 9-dimensional state-spaces, including mazes, path planning, nonlinear dynamics, and uncurling snake robots in restricted spaces. In all cases, a good solution is found in less than twenty trials and a few minutes. 1 REINFORCEMENT LEARNING Reinforcement learning [Samuel, 1959, Sutton, 1984, Watkins, 1989, Barto et al., 1991] is a promising method for control systems to program and improve themselves.
Convergence of Stochastic Iterative Dynamic Programming Algorithms
Jaakkola, Tommi, Jordan, Michael I., Singh, Satinder P.
Increasing attention has recently been paid to algorithms based on dynamic programming (DP) due to the suitability of DP for learning problems involving control. In stochastic environments where the system being controlled is only incompletely known, however, a unifying theoretical account of these methods has been missing. In this paper we relate DPbased learning algorithms to the powerful techniques of stochastic approximation via a new convergence theorem, enabling us to establish a class of convergent algorithms to which both TD("\) and Q-Iearning belong. 1 INTRODUCTION Learning to predict the future and to find an optimal way of controlling it are the basic goals of learning systems that interact with their environment. A variety of algorithms are currently being studied for the purposes of prediction and control in incompletely specified, stochastic environments. Here we consider learning algorithms defined in Markov environments. There are actions or controls (u) available for the learner that affect both the state transition probabilities, and the probability distribution for the immediate, state dependent costs (Ci(u)) incurred by the learner.
Convergence of Indirect Adaptive Asynchronous Value Iteration Algorithms
Gullapalli, Vijaykumar, Barto, Andrew G.
Reinforcement Learning methods based on approximating dynamic programming (DP) are receiving increased attention due to their utility in forming reactive control policies for systems embedded in dynamic environments. Environments are usually modeled as controlled Markov processes, but when the environment model is not known a priori, adaptive methods are necessary. Adaptive control methods are often classified as being direct or indirect. Direct methods directly adapt the control policy from experience, whereas indirect methods adapt a model of the controlled process and compute control policies based on the latest model. Our focus is on indirect adaptive DPbased methods in this paper. We present a convergence result for indirect adaptive asynchronous value iteration algorithms for the case in which a lookup table is used to store the value function. Our result implies convergence of several existing reinforcement learning algorithms such as adaptive real-time dynamic programming (ARTDP) (Barto, Bradtke, & Singh, 1993) and prioritized sweeping (Moore & Atkeson, 1993). Although the emphasis of researchers studying DPbased reinforcement learning has been on direct adaptive methods such as Q-Learning (Watkins, 1989) and methods using TD algorithms (Sutton, 1988), it is not clear that these direct methods are preferable in practice to indirect methods such as those analyzed in this paper.
Monte Carlo Matrix Inversion and Reinforcement Learning
We describe the relationship between certain reinforcement learning (RL) methods based on dynamic programming (DP) and a class of unorthodox Monte Carlo methods for solving systems of linear equations proposed in the 1950's. These methods recast the solution of the linear system as the expected value of a statistic suitably defined over sample paths of a Markov chain. The significance of our observations lies in arguments (Curtiss, 1954) that these Monte Carlo methods scale better with respect to state-space size than do standard, iterative techniques for solving systems of linear equations. This analysis also establishes convergence rate estimates. Because methods used in RL systems for approximating the evaluation function of a fixed control policy also approximate solutions to systems of linear equations, the connection to these Monte Carlo methods establishes that algorithms very similar to TD algorithms (Sutton, 1988) are asymptotically more efficient in a precise sense than other methods for evaluating policies. Further, all DPbased RL methods have some of the properties of these Monte Carlo algorithms, which suggests that although RL is often perceived to be slow, for sufficiently large problems, it may in fact be more efficient than other known classes of methods capable of producing the same results.
Packet Routing in Dynamically Changing Networks: A Reinforcement Learning Approach
Boyan, Justin A., Littman, Michael L.
The field of reinforcement learning has grown dramatically over the past several years, but with the exception of backgammon [8, 2], has had few successful applications to large-scale, practical tasks. This paper demonstrates that the practical task of routing packets through a communication network is a natural application for reinforcement learning algorithms.