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 Reinforcement Learning


Learning Methods to Generate Good Plans: Integrating HTN Learning and Reinforcement Learning

AAAI Conferences

We consider how to learn Hierarchical Task Networks (HTNs) for planning problems in which both the quality of solution plans generated by the HTNs and the speed at which those plans are found is important. We describe an integration of HTN Learning with Reinforcement Learning to both learn methods by analyzing semantic annotations on tasks and to produce estimates of the expected values of the learned methods by performing Monte Carlo updates. We performed an experiment in which plan quality was inversely related to plan length. In two planning domains, we evaluated the planning performance of the learned methods in comparison to two state-of-the-art satisficing classical planners, FastForward and SGPlan6, and one optimal planner, HSP*. The results demonstrate that a greedy HTN planner using the learned methods was able to generate higher quality solutions than SGPlan6 in both domains and FastForward in one. Our planner, FastForward, and SGPlan6 ran in similar time, while HSP* was exponentially slower.


Instance-Based Online Learning of Deterministic Relational Action Models

AAAI Conferences

We present an instance-based, online method for learning action models in unanticipated, relational domains. Our algorithm memorizes pre- and post-states of transitions an agent encounters while experiencing the environment, and makes predictions by using analogy to map the recorded transitions to novel situations. Our algorithm is implemented in the Soar cognitive architecture, integrating its task-independent episodic memory module and analogical reasoning implemented in procedural memory. We evaluate this algorithm’s prediction performance in a modified version of the blocks world domain and the taxi domain. We also present a reinforcement learning agent that uses our model learning algorithm to significantly speed up its convergence to an optimal policy in the modified blocks world domain.


Reinforcement Learning via AIXI Approximation

AAAI Conferences

This paper introduces a principled approach for the design of a scalable general reinforcement learning agent. This approach is based on a direct approximation of AIXI, a Bayesian optimality notion for general reinforcement learning agents. Previously, it has been unclear whether the theory of AIXI could motivate the design of practical algorithms. We answer this hitherto open question in the affirmative, by providing the first computationally feasible approximation to the AIXI agent. To develop our approximation, we introduce a Monte Carlo Tree Search algorithm along with an agent-specific extension of the Context Tree Weighting algorithm. Empirically, we present a set of encouraging results on a number of stochastic, unknown, and partially observable domains.


Using Imagery to Simplify Perceptual Abstraction in Reinforcement Learning Agents

AAAI Conferences

In this paper, we consider the problem of reinforcement learning in spatial tasks. These tasks have many states that can be aggregated together to improve learning efficiency. In an agent, this aggregation can take the form of selecting appropriate perceptual processes to arrive at a qualitative abstraction of the underlying continuous state. However, for arbitrary problems, an agent is unlikely to have the perceptual processes necessary to discriminate all relevant states in terms of such an abstraction. To help compensate for this, reinforcement learning can be integrated with an imagery system, where simple models of physical processes are applied within a low-level perceptual representation to predict the state resulting from an action. Rather than abstracting the current state, abstraction can be applied to the predicted next state. Formally, it is shown that this integration broadens the class of perceptual abstraction methods that can be used while preserving the underlying problem. Empirically, it is shown that this approach can be used in complex domains, and can be beneficial even when formal requirements are not met.


Learning to Surface Deep Web Content

AAAI Conferences

We propose a novel deep web crawling framework based on reinforcement learning. The crawler is regarded as an agent and deep web database as the environment. The agent perceives its current state and submits a selected action (query) to the environment according to Q-value. Based on the framework we develop an adaptive crawling method. Experimental results show that it outperforms the state of art methods in crawling capability and breaks through the assumption of full-text search implied by existing methods.


Local Optimization for Simulation of Natural Motion

AAAI Conferences

I intend to use RL to bring the two together, The Reinforcement Learning (RL) agent interacts with a dynamical and generate motion from the proposed first principles system whose states capture all the relevant information in realistic biomechanical models, and compare the about the current configuration of the agent and its results to the behavior of living creatures. This is a nontrivial environment. By specifying a sequence of actions, the agent problem: biomechanical models are continuous, highdimensional alters the state transitions of this dynamical system. The optimality and nonlinear, and the optimality criteria considered criterion is formalized by a reward function defined in the literature are non-quadratic. In order to address over state-action pairs, and the agent's goal is to maximize these profound challenges, I propose three basic principles the cumulative reward.


Nonparametric Bayesian Approaches for Reinforcement Learning in Partially Observable Domains

AAAI Conferences

The objective of my doctoral research is bring together two fields: partially-observable reinforcement learning (PORL) and non-parametric Bayesian statistics (NPB) to address issues of statistical modeling and decision-making in complex, real-world domains.


Automatic Methods for Continuous State Space Abstraction

AAAI Conferences

Reinforcement learning algorithms are often tasked with learning an optimal control policy in a continuous state space. Since it is infeasible to learn the optimal action to take for every possible observation in a continuous state space, use- ful abstractions of the space must be constructed and subse- quently learned on. Abstraction techniques that generalize the space into very few abstract states must take care to avoid creating an abstraction that prevents learning the optimal policy. Many commonly used abstractions, such as CMAC can take considerable effort to tune to ensure a learnable abstraction is created. In this work we propose three methods that derive state abstractions automatically, in part by making use of the dimensionality reduction capability of the RL-SANE algorithm. We show that abstractions derived from these automatic methods can allow a learning algorithm to converge to the optimal policy faster than with a fixed abstraction. Ad- ditionally, these techniques are able to break the space into very few abstract states, further facilitating rapid learning.


Evolutionary Tile Coding: An Automated State Abstraction Algorithm for Reinforcement Learning

AAAI Conferences

Reinforcement learning (RL) algorithms have the ability to learn optimal policies for control problems by exploring a domain's state space. Unfortunately, for most problems the size of the state space is too great for RL technologies to fully explore in order to find good policies. State abstraction is one way of reducing the size and complexity of a domain's state space in order to enable RL. In this paper we introduce a new approach for automatically deriving state abstractions called Evolutionary Tile Coding that uses a genetic algorithm for deriving effective tile codings. We provide an empirical analysis of the new algorithm comparing it to another adaptive tile coding method as well as fixed tile coding. Our results show that our approach is able to automatically derive effective state abstractions for two RL benchmark problems. Additionally, we present an intriguing result that shows the classical mountain car problem's state space can be reduced to just two states and still preserve the discovery of an optimal policy.


Algorithms for Reinforcement Learning

Morgan & Claypool Publishers

Reinforcement learning is a learning paradigm concerned with learning to control a system so as to maximize a numerical performance measure that expresses a long-term objective. What distinguishes reinforcement learning from supervised learning is that only partial feedback is given to the learner about the learner's predictions. Further, the predictions may have long term effects through influencing the future state of the controlled system. Thus, time plays a special role. The goal in reinforcement learning is to develop efficient learning algorithms, as well as to understand the algorithms' merits and limitations.