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 Reinforcement Learning


Optimization on a Budget: A Reinforcement Learning Approach

Neural Information Processing Systems

Many popular optimization algorithms, like the Levenberg-Marquardt algorithm (LMA), use heuristic-based controllers'' that modulate the behavior of the optimizer during the optimization process. For example, in the LMA a damping parameter is dynamically modified based on a set rules that were developed using various heuristic arguments. Reinforcement learning (RL) is a machine learning approach to learn optimal controllers by examples and thus is an obvious candidate to improve the heuristic-based controllers implicit in the most popular and heavily used optimization algorithms. Improving the performance of off-the-shelf optimizers is particularly important for time-constrained optimization problems. For example the LMA algorithm has become popular for many real-time computer vision problems, including object tracking from video, where only a small amount of time can be allocated to the optimizer on each incoming video frame. Here we show that a popular modern reinforcement learning technique using a very simply state space can dramatically improve the performance of general purpose optimizers, like the LMA. Most surprisingly the controllers learned for a particular domain appear to work very well also on very different optimization domains. For example we used RL methods to train a new controller for the damping parameter of the LMA. This controller was trained on a collection of classic, relatively small, non-linear regression problems. The modified LMA performed better than the standard LMA on these problems. Most surprisingly, it also dramatically outperformed the standard LMA on a difficult large scale computer vision problem for which it had not been trained before. Thus the controller appeared to have extracted control rules that were not just domain specific but generalized across a wide range of optimization domains."


Regularized Policy Iteration

Neural Information Processing Systems

In this paper we consider approximate policy-iteration-based reinforcement learning algorithms. In order to implement a flexible function approximation scheme we propose the use of non-parametric methods with regularization, providing a convenient way to control the complexity of the function approximator. We propose two novel regularized policy iteration algorithms by adding L2-regularization to two widely-used policy evaluation methods: Bellman residual minimization (BRM) and least-squares temporal difference learning (LSTD). We derive efficient implementation for our algorithms when the approximate value-functions belong to a reproducing kernel Hilbert space. We also provide finite-sample performance bounds for our algorithms and show that they are able to achieve optimal rates of convergence under the studied conditions.


Signal-to-Noise Ratio Analysis of Policy Gradient Algorithms

Neural Information Processing Systems

Policy gradient (PG) reinforcement learning algorithms have strong (local) convergence guarantees, but their learning performance is typically limited by a large variance in the estimate of the gradient. In this paper, we formulate the variance reduction problem by describing a signal-to-noise ratio (SNR) for policy gradient algorithms, and evaluate this SNR carefully for the popular Weight Perturbation (WP) algorithm. We confirm that SNR is a good predictor of long-term learning performance, and that in our episodic formulation, the cost-to-go function is indeed the optimal baseline. We then propose two modifications to traditional model-free policy gradient algorithms in order to optimize the SNR. First, we examine WP using anisotropic sampling distributions, which introduces a bias into the update but increases the SNR; this bias can be interpretted as following the natural gradient of the cost function. Second, we show that non-Gaussian distributions can also increase the SNR, and argue that the optimal isotropic distribution is a ‘shell’ distribution with a constant magnitude and uniform distribution in direction. We demonstrate that both modifications produce substantial improvements in learning performance in challenging policy gradient experiments.


Near-optimal Regret Bounds for Reinforcement Learning

Neural Information Processing Systems

For undiscounted reinforcement learning in Markov decision processes (MDPs) we consider the total regret of a learning algorithm with respect to an optimal policy. In order to describe the transition structure of an MDP we propose a new parameter: An MDP has diameter D if for any pair of states s1,s2 there is a policy which moves from s1 to s2 in at most D steps (on average). We present a reinforcement learning algorithm with total regret O(DSAT) after T steps for any unknown MDP with S states, A actions per state, and diameter D. This bound holds with high probability. We also present a corresponding lower bound of Omega(DSAT) on the total regret of any learning algorithm. Both bounds demonstrate the utility of the diameter as structural parameter of the MDP.


Stress, noradrenaline, and realistic prediction of mouse behaviour using reinforcement learning

Neural Information Processing Systems

Suppose we train an animal in a conditioning experiment. Can one predict how a given animal, under given experimental conditions, would perform the task? Since various factors such as stress, motivation, genetic background, and previous errors in task performance can influence animal behaviour, this appears to be a very challenging aim. Reinforcement learning (RL) models have been successful inmodeling animal (and human) behaviour, but their success has been limited because of uncertainty as to how to set meta-parameters (such as learning rate, exploitation-exploration balance and future reward discount factor) that strongly influence model performance. We show that a simple RL model whose metaparameters arecontrolled by an artificial neural network, fed with inputs such as stress, affective phenotype, previous task performance, and even neuromodulatory manipulations,can successfully predict mouse behaviour in the "hole-box" - a simple conditioning task. Our results also provide important insights on how stress and anxiety affect animal learning, performance accuracy, and discounting of future rewards, and on how noradrenergic systems can interact with these processes.


Manifold Embeddings for Model-Based Reinforcement Learning under Partial Observability

Neural Information Processing Systems

Interesting real-world datasets often exhibit nonlinear, noisy, continuous-valued states that are unexplorable, are poorly described by first principles, and are only partially observable. If partial observability can be overcome, these constraints suggest the use of model-based reinforcement learning. We experiment with manifold embeddings as the reconstructed observable state-space of an off-line, model-based reinforcement learning approach to control. We demonstrate the embedding of a system changes as a result of learning and that the best performing embeddings well-represent the dynamics of both the uncontrolled and adaptively controlled system. We apply this approach in simulation to learn a neurostimulation policy that is more efficient in treating epilepsy than conventional policies. We then demonstrate the learned policy completely suppressing seizures in real-world neurostimulation experiments on actual animal brain slices.


Multi-Step Dyna Planning for Policy Evaluation and Control

Neural Information Processing Systems

We extend Dyna planning architecture for policy evaluation and control in two significant aspects. First, we introduce a multi-step Dyna planning that projects the simulated state/feature many steps into the future. Our multi-step Dyna is based on a multi-step model, which we call the {\em $\lambda$-model}. The $\lambda$-model interpolates between the one-step model and an infinite-step model, and can be learned efficiently online. Second, we use for Dyna control a dynamic multi-step model that is able to predict the results of a sequence of greedy actions and track the optimal policy in the long run. Experimental results show that Dyna using the multi-step model evaluates a policy faster than using single-step models; Dyna control algorithms using the dynamic tracking model are much faster than model-free algorithms; further, multi-step Dyna control algorithms enable the policy and value function to converge much faster to their optima than single-step Dyna algorithms.


A Generalized Natural Actor-Critic Algorithm

Neural Information Processing Systems

Policy gradient Reinforcement Learning (RL) algorithms have received substantial attention,seeking stochastic policies that maximize the average (or discounted cumulative) reward. In addition, extensions based on the concept of the Natural Gradient (NG) show promising learning efficiency because these regard metrics for the task. Though there are two candidate metrics, Kakade's Fisher Information Matrix (FIM) for the policy (action) distribution and Morimura's FIM for the stateaction jointdistribution, but all RL algorithms with NG have followed Kakade's approach. In this paper, we describe a generalized Natural Gradient (gNG) that linearly interpolates the two FIMs and propose an efficient implementation for the gNG learning based on a theory of the estimating function, the generalized Natural Actor-Critic(gNAC) algorithm. The gNAC algorithm involves a near optimal auxiliary function to reduce the variance of the gNG estimates. Interestingly, the gNAC can be regarded as a natural extension of the current state-of-the-art NAC algorithm [1], as long as the interpolating parameter is appropriately selected. Numerical experimentsshowed that the proposed gNAC algorithm can estimate gNG efficiently and outperformed the NAC algorithm.


Solving Stochastic Games

Neural Information Processing Systems

Solving multi-agent reinforcement learning problems has proven difficult because of the lack of tractable algorithms. We provide the first approximation algorithm which solves stochastic games to within $\epsilon$ relative error of the optimal game-theoretic solution, in time polynomial in $1/\epsilon$. Our algorithm extends Murrays and Gordon’s (2007) modified Bellman equation which determines the \emph{set} of all possible achievable utilities; this provides us a truly general framework for multi-agent learning. Further, we empirically validate our algorithm and find the computational cost to be orders of magnitude less than what the theory predicts.


Multi-resolution Exploration in Continuous Spaces

Neural Information Processing Systems

The essence of exploration is acting to try to decrease uncertainty. We propose a new methodology for representing uncertainty in continuous-state control problems. Our approach, multi-resolution exploration (MRE), uses a hierarchical mapping to identify regions of the state space that would benefit from additional samples. We demonstrate MRE's broad utility by using it to speed up learning in a prototypical model-based and value-based reinforcement-learning method. Empirical results show that MRE improves upon state-of-the-art exploration approaches.