Reinforcement Learning
Approximate Inference and Stochastic Optimal Control
Rawlik, Konrad, Toussaint, Marc, Vijayakumar, Sethu
We propose a novel reformulation of the stochastic optimal control problem as an approximate inference problem, demonstrating, that such a interpretation leads to new practical methods for the original problem. In particular we characterise a novel class of iterative solutions to the stochastic optimal control problem based on a natural relaxation of the exact dual formulation. These theoretical insights are applied to the Reinforcement Learning problem where they lead to new model free, off policy methods for discrete and continuous problems.
A Minimum Relative Entropy Principle for Learning and Acting
This paper proposes a method to construct an adaptive agent that is universal with respect to a given class of experts, where each expert is designed specifically for a particular environment. This adaptive control problem is formalized as the problem of minimizing the relative entropy of the adaptive agent from the expert that is most suitable for the unknown environment. If the agent is a passive observer, then the optimal solution is the well-known Bayesian predictor. However, if the agent is active, then its past actions need to be treated as causal interventions on the I/O stream rather than normal probability conditions. Here it is shown that the solution to this new variational problem is given by a stochastic controller called the Bayesian control rule, which implements adaptive behavior as a mixture of experts. Furthermore, it is shown that under mild assumptions, the Bayesian control rule converges to the control law of the most suitable expert.
Reinforcement Learning for Closed-Loop Propofol Anesthesia: A Human Volunteer Study
Moore, Brett L. (Texas Tech University) | Panousis, Periklis (Stanford University School of Medicine) | Kulkarni, Vivek (Stanford University School of Medicine) | Pyeatt, Larry D. (Texas Tech University) | Doufas, Anthony G. (Stanford University School of Medicine)
Research has demonstrated the efficacy of closed-loop control of anesthesia using the bispectral index (BIS) of the electroencephalogram as the controlled variable, and the development of model-based, patient-adaptive systems has considerably improved anesthetic control. To further explore the use of model-based control in anesthesia, we investigated the application of reinforcement learning (RL) in the delivery of patient-specific, propofol-induced hypnosis in human volunteers. When compared to published performance metrics, RL control demonstrated accuracy and stability, indicating that further, more rigorous clinical study is warranted.
Representation Discovery in Sequential Decision Making
Mahadevan, Sridhar (University of Massachusetts, Amherst)
Automatically constructing novel representations of tasks from analysis of state spaces is a longstanding fundamental challenge in AI. I review recent progress on this problem for sequential decision making tasks modeled as Markov decision processes. Specifically, I discuss three classes of representation discovery problems: finding functional, state, and temporal abstractions. I describe solution techniques varying along several dimensions: diagonalization or dilation methods using approximate or exact transition models; reward-specific vs reward-invariant methods; global vs. local representation construction methods; multiscale vs. flat discovery methods; and finally, orthogonal vs. redundant representa- tion discovery methods. I conclude by describing a number of open problems for future work.
Integrating Sample-Based Planning and Model-Based Reinforcement Learning
Walsh, Thomas J. (Rutgers University) | Goschin, Sergiu (Rutgers University) | Littman, Michael L. (Rutgers University)
Recent advancements in model-based reinforcement learning have shown that the dynamics of many structured domains (e.g. DBNs) can be learned with tractable sample complexity, despite their exponentially large state spaces. Unfortunately, these algorithms all require access to a planner that computes a near optimal policy, and while many traditional MDP algorithms make this guarantee, their computation time grows with the number of states. We show how to replace these over-matched planners with a class of sample-based planners โ whose computation time is independent of the number of states โ without sacrificing the sample-efficiency guarantees of the overall learning algorithms. To do so, we define sufficient criteria for a sample-based planner to be used in such a learning system and analyze two popular sample-based approaches from the literature. We also introduce our own sample-based planner, which combines the strategies from these algorithms and still meets the criteria for integration into our learning system. In doing so, we define the first complete RL solution for compactly represented (exponentially sized) state spaces with efficiently learnable dynamics that is both sample efficient and whose computation time does not grow rapidly with the number of states.
Relative Entropy Policy Search
Peters, Jan (Max Planck Institute for Biological Cybernetics) | Mulling, Katharina (Max Planck Institute for Biological Cybernetics) | Altun, Yasemin (Max Planck Institute for Biological Cybernetics)
Policy search is a successful approach to reinforcement learning. However, policy improvements often result in the loss of information. Hence, it has been marred by premature convergence and implausible solutions. As first suggested in the context of covariant policy gradients, many of these problems may be addressed by constraining the information loss. In this paper, we continue this path of reasoning and suggest the Relative Entropy Policy Search (REPS) method. The resulting method differs significantly from previous policy gradient approaches and yields an exact update step. It can be shown to work well on typical reinforcement learning benchmark problems.
Using Bisimulation for Policy Transfer in MDPs
Castro, Pablo Samuel (McGill University) | Precup, Doina (McGill University)
Knowledge transfer has been suggested as a useful approach for solving large Markov Decision Processes. The main idea is to compute a decision-making policy in one environment and use it in a different environment, provided the two are โclose enoughโ. In this paper, we use bisimulation-style metrics (Ferns et al., 2004) to guide knowledge transfer. We propose algorithms that decide what actions to transfer from the policy computed on a small MDP task to a large task, given the bisimulation distance between states in the two tasks. We demonstrate the inherent โpessimismโ of bisimulation metrics and present variants of this metric aimed to overcome this pessimism, leading to improved action transfer. We also show that using this approach for transferring temporally extended actions (Sutton et al., 1999) is more successful than using it exclusively with primitive actions. We present theoretical guarantees on the quality of the transferred policy, as well as promising empirical results.
Evolved Intrinsic Reward Functions for Reinforcement Learning
Niekum, Scott (University of Massachusetts Amherst)
The reinforcement learning (RL) paradigm typically assumes a class of efficient, general search procedures that search a given reward function that is part of the problem over the space of programs--to search for reward functions. However, in animals, all reward These reward functions operate over the entire state space of signals are generated internally, rather than being received a reinforcement learning problem and, if successful, will be directly from the environment. Furthermore, animals able to quickly and automatically identify relevant variables have evolved motivational systems that facilitate learning by and features of the problem. This will allow the agent to rewarding activities that often bear a distal relationship to outperform an agent that uses the obvious task-based reward the animal's ultimate goals. Such intrinsic motivation can function. The use of genetic programming methods may alleviate cause an agent to explore and learn in the absence of external the difficulty of scaling reward function search and rewards, possibly improving its performance over a set provide a natural way to search through a very expressive of problems.
Reinforcement Learning Via Practice and Critique Advice
Judah, Kshitij (Oregon State University) | Roy, Saikat (Oregon State University) | Fern, Alan (Oregon State University) | Dietterich, Thomas G. (Oregon State University)
We consider the problem of incorporating end-user advice into reinforcement learning (RL). In our setting, the learner alternates between practicing, where learning is based on actual world experience, and end-user critique sessions where advice is gathered. During each critique session the end-user is allowed to analyze a trajectory of the current policy and then label an arbitrary subset of the available actions as good or bad. Our main contribution is an approach for integrating all of the information gathered during practice and critiques in order to effectively optimize a parametric policy. The approach optimizes a loss function that linearly combines losses measured against the world experience and the critique data. We evaluate our approach using a prototype system for teaching tactical battle behavior in a real-time strategy game engine. Results are given for a significant evaluation involving ten end-users showing the promise of this approach and also highlighting challenges involved in inserting end-users into the RL loop.
Relational Reinforcement Learning in Infinite Mario
Mohan, Shiwali (University of Michigan) | Laird, John E. (University of Michigan)
Relational representations in reinforcement learning allow for the use of structural information like the presence of objects and relationships between them in the description of value functions. Through this paper, we show that such representations allow for the inclusion of background knowledge that qualitatively describes a state and can be used to design agents that demonstrate learning behavior in domains with large state and actions spaces such as computer games.