Reinforcement Learning
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 problemย of recovering the underlying reward functionย from the behaviour of an expert. Most of the existingย algorithms for IRL assume that the expert'sย environment is modeled as a Markov decision processย (MDP), although they should be able to handleย partially observable settings in order to widenย the applicability to more realistic scenarios. In thisย paper, we present an extension of the classical IRLย algorithm by Ng and Russell to partially observableย environments. We discuss technical issues andย challenges, and present the experimental results onย 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.
Optimistic Initialization and Greediness Lead to Polynomial Time Learning in Factored MDPs - Extended Version
Szita, Istvan, Lorincz, Andras
In this paper we propose an algorithm for polynomial-time reinforcement learning in factored Markov decision processes (FMDPs). The factored optimistic initial model (FOIM) algorithm, maintains an empirical model of the FMDP in a conventional way, and always follows a greedy policy with respect to its model. The only trick of the algorithm is that the model is initialized optimistically. We prove that with suitable initialization (i) FOIM converges to the fixed point of approximate value iteration (AVI); (ii) the number of steps when the agent makes non-near-optimal decisions (with respect to the solution of AVI) is polynomial in all relevant quantities; (iii) the per-step costs of the algorithm are also polynomial. To our best knowledge, FOIM is the first algorithm with these properties. This extended version contains the rigorous proofs of the main theorem. A version of this paper appeared in ICML'09.