Reinforcement Learning
The Optimal Unbiased Value Estimator and its Relation to LSTD, TD and MC
Grünewälder, Steffen, Obermayer, Klaus
In this analytical study we derive the optimal unbiased value estimator (MVU) and compare its statistical risk to three well known value estimators: Temporal Difference learning (TD), Monte Carlo estimation (MC) and Least-Squares Temporal Difference Learning (LSTD). We demonstrate that LSTD is equivalent to the MVU if the Markov Reward Process (MRP) is acyclic and show that both differ for most cyclic MRPs as LSTD is then typically biased. More generally, we show that estimators that fulfill the Bellman equation can only be unbiased for special cyclic MRPs. The main reason being the probability measures with which the expectations are taken. These measure vary from state to state and due to the strong coupling by the Bellman equation it is typically not possible for a set of value estimators to be unbiased with respect to each of these measures. Furthermore, we derive relations of the MVU to MC and TD. The most important one being the equivalence of MC to the MVU and to LSTD for undiscounted MRPs in which MC has the same amount of information. In the discounted case this equivalence does not hold anymore. For TD we show that it is essentially unbiased for acyclic MRPs and biased for cyclic MRPs. We also order estimators according to their risk and present counter-examples to show that no general ordering exists between the MVU and LSTD, between MC and LSTD and between TD and MC. Theoretical results are supported by examples and an empirical evaluation.
Application of the Actor-Critic Architecture to Functional Electrical Stimulation Control of a Human Arm
Thomas, Philip Sebastian (Case Western Reserve University) | Bogert, Antonie van den (Lerner Research Institute) | Jagodnik, Kathleen (Case Western Reserve University) | Branicky, Michael (Case Western Reserve University)
Clinical tests have shown that the dynamics of a human arm, controlled using Functional Electrical Stimulation (FES), can vary significantly between and during trials. In this paper, we study the application of the actor-critic architecture, with neural networks for the both the actor and the critic, as a controller that can adapt to these changing dynamics of a human arm. Development and tests were done in simulation using a planar arm model and Hill-based muscle dynamics. We begin by training it using a Proportional Derivative (PD) controller as a supervisor. We then make clinically relevant changes to the dynamics of the arm and test the actor-critic's ability to adapt without supervision in a reasonable number of episodes. Finally, we devise methods for achieving both rapid learning and long-term stability.
Open Problems in Universal Induction & Intelligence
Specialized intelligent systems can be found everywhere: finger print, handwriting, speech, and face recognition, spam filtering, chess and other game programs, robots, et al. This decade the first presumably complete mathematical theory of artificial intelligence based on universal induction-prediction-decision-action has been proposed. This information-theoretic approach solidifies the foundations of inductive inference and artificial intelligence. Getting the foundations right usually marks a significant progress and maturing of a field. The theory provides a gold standard and guidance for researchers working on intelligent algorithms. The roots of universal induction have been laid exactly half-a-century ago and the roots of universal intelligence exactly one decade ago. So it is timely to take stock of what has been achieved and what remains to be done. Since there are already good recent surveys, I describe the state-of-the-art only in passing and refer the reader to the literature. This article concentrates on the open problems in universal induction and its extension to universal intelligence.
Inverse Reinforcement Learning in Partially Observable Environments
Choi, Jaedeug (KAIST) | Kim, Kee-Eung (KAIST)
Inverse reinforcement learning (IRL) is the problem of recovering the underlying reward function from the behaviour of an expert. Most of the existing algorithms for IRL assume that the expert's environment is modeled as a Markov decision process (MDP), although they should be able to handle partially observable settings in order to widen the applicability to more realistic scenarios. In this paper, we present an extension of the classical IRL algorithm by Ng and Russell to partially observable environments. We discuss technical issues and challenges, and present the experimental results on some of the benchmark partially observable domains.
Active Policy Iteration: Efficient Exploration through Active Learning for Value Function Approximation in Reinforcement Learning
Akiyama, Takayuki (Tokyo Institute of Technology) | Hachiya, Hirotaka (Tokyo Institute of Technology) | Sugiyama, Masashi (Tokyo Institute of Technology)
Appropriately designing sampling policies is highly important for obtaining better control policies in reinforcement learning. In this paper, we first show that the least-squares policy iteration (LSPI) framework allows us to employ statistical active learning methods for linear regression. Then we propose a design method of good sampling policies for efficient exploration, which is particularly useful when the sampling cost of immediate rewards is high. We demonstrate the usefulness of the proposed method, named active policy iteration (API), through simulations with a batting robot.
Efficient Skill Learning Using Abstraction Selection
Konidaris, George (University of Massachusetts Amherst) | Barto, Andrew (University of Massachusetts Amherst)
We present an algorithm for selecting an appropriate abstraction when learning a new skill. We show empirically that it can consistently select an appropriate abstraction using very little sample data, and that it significantly improves skill learning performance in a reasonably large real-valued reinforcement learning domain.
Feature Reinforcement Learning: Part I: Unstructured MDPs
General-purpose, intelligent, learning agents cycle through sequences of observations, actions, and rewards that are complex, uncertain, unknown, and non-Markovian. On the other hand, reinforcement learning is well-developed for small finite state Markov decision processes (MDPs). Up to now, extracting the right state representations out of bare observations, that is, reducing the general agent setup to the MDP framework, is an art that involves significant effort by designers. The primary goal of this work is to automate the reduction process and thereby significantly expand the scope of many existing reinforcement learning algorithms and the agents that employ them. Before we can think of mechanizing this search for suitable MDPs, we need a formal objective criterion. The main contribution of this article is to develop such a criterion. I also integrate the various parts into one learning algorithm. Extensions to more realistic dynamic Bayesian networks are developed in Part II. The role of POMDPs is also considered there.
Generalizing and Categorizing Skills in Reinforcement Learning Agents Using Partial Policy Homomorphisms
Rajendran, Srividhya (The University of Texas at Arlington) | Huber, Manfred (The University of Texas at Arlington)
A reinforcement learning agent involved in life-long learning in a complex and dynamic environment has to have the ability to utilize control knowledge acquired in one situation in novel contexts. As part of this, it is important for the learning agent not only to be able to learn a new skill for a specific instance of a task but also to identify similar tasks, form a reusable skill and representational abstractions for the corresponding ''task type'', and to apply these abstractions in new, previously unseen contexts. This paper presents a new approach to policy generalization that derives an abstract policy for a set of similar tasks (a ''task type'') by constructing a partial policy homomorphism from a set of basic policies learned for previously seen task instances. The resulting generalized policy can then be applied in new contexts to address new instances of similar tasks. As opposed to many recent approaches in lifelong learning systems, this approach allows to identify similar tasks based on the functional characteristics of the corresponding skills and provides a means of transferring the learned knowledge to new situations without the need for complete knowledge of the state space and the system dynamics in the new environment. To illustrate the new policy generalization method and to demonstrate its ability to reuse the gained knowledge in new contexts, it is applied to a set of grid world examples.
The Crawler, A Class Room Demonstrator for Reinforcement Learning
Tokic, Michel (University of Applied Sciences Ravensburg-Weingarten) | Ertel, Wolfgang (University of Applied Sciences Ravensburg-Weingarten) | Fessler, Joachim (University of Applied Sciences Ravensburg-Weingarten)
We present a little crawling robot with a two DOF arm that learns to move forward within about 15 seconds in real time. Due to its small size and weight the robot is ideally suited for classroom demonstrations as well as for talks to the public. Students who want to practice their knowledge about reinforcement learning and value iteration can use a wireless connection to a PC and monitor the internal state of the robot such as the value function or the reward table. Due to its adaptivity, depending on the surface properties of the underground the robot may surprise its audience with unexpected but efficient walking policies. The GUI is open source and the robot hardware is available as a kit from the authors.
Optimistic Simulated Exploration as an Incentive for Real Exploration
Many reinforcement learning exploration techniques are overly optimistic and try to explore every state. Such exploration is impossible in environments with the unlimited number of states. I propose to use simulated exploration with an optimistic model to discover promising paths for real exploration. This reduces the needs for the real exploration.