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 Reinforcement Learning


An Application of Reinforcement Learning to Dialogue Strategy Selection in a Spoken Dialogue System for Email

Journal of Artificial Intelligence Research

This paper describes a novel method by which a spoken dialogue system can learn to choose an optimal dialogue strategy from its experience interacting with human users. The method is based on a combination of reinforcement learning and performance modeling of spoken dialogue systems. The reinforcement learning component applies Q-learning (Watkins, 1989), while the performance modeling component applies the PARADISE evaluation framework (Walker et al., 1997) to learn the performance function (reward) used in reinforcement learning. We illustrate the method with a spoken dialogue system named ELVIS (EmaiL Voice Interactive System), that supports access to email over the phone. We conduct a set of experiments for training an optimal dialogue strategy on a corpus of 219 dialogues in which human users interact with ELVIS over the phone. We then test that strategy on a corpus of 18 dialogues. We show that ELVIS can learn to optimize its strategy selection for agent initiative, for reading messages, and for summarizing email folders.



A Review of Reinforcement Learning

AI Magazine

This he reinforcement learning problem microcosm; how can we build then tied back together in a unified history is an early example of a series an agent that can plan, learn, perceive, way. Innovations such as backup diagrams, of detailed literature reviews, found at and act in a complex world? There's a which decorate the book cover, the end of each chapter, which could great new book on the market that help convey the power and excitement alone justify the expense of purchasing lays out the conceptual and algorithmic behind reinforcement learning the book.


Barycentric Interpolators for Continuous Space and Time Reinforcement Learning

Neural Information Processing Systems

In order to find the optimal control of continuous state-space and time reinforcement learning (RL) problems, we approximate the value function (VF) with a particular class of functions called the barycentric interpolators. We establish sufficient conditions under which a RL algorithm converges to the optimal VF, even when we use approximate models of the state dynamics and the reinforcement functions.


Risk Sensitive Reinforcement Learning

Neural Information Processing Systems

A directed generative model for binary data using a small number of hidden continuous units is investigated. The relationships between the correlations of the underlying continuous Gaussian variables and the binary output variables are utilized to learn the appropriate weights of the network. The advantages of this approach are illustrated on a translationally invariant binary distribution and on handwritten digit images. Introduction Principal Components Analysis (PCA) is a widely used statistical technique for representing data with a large number of variables [1]. It is based upon the assumption that although the data is embedded in a high dimensional vector space, most of the variability in the data is captured by a much lower climensional manifold. In particular for PCA, this manifold is described by a linear hyperplane whose characteristic directions are given by the eigenvectors of the correlation matrix with the largest eigenvalues. The success of PCA and closely related techniques such as Factor Analysis (FA) and PCA mixtures clearly indicate that much real world data exhibit the low dimensional manifold structure assumed by these models [2, 3]. However, the linear manifold structure of PCA is not appropriate for data with binary valued variables.


Learning Macro-Actions in Reinforcement Learning

Neural Information Processing Systems

We present a method for automatically constructing macro-actions from scratch from primitive actions during the reinforcement learning process. The overall idea is to reinforce the tendency to perform action b after action a if such a pattern of actions has been rewarded. We test the method on a bicycle task, the car-on-the-hill task, the racetrack task and some grid-world tasks. For the bicycle and racetrack tasks the use of macro-actions approximately halves the learning time, while for one of the grid-world tasks the learning time is reduced by a factor of 5. The method did not work for the car-on-the-hill task for reasons we discuss in the conclusion.


Robust, Efficient, Globally-Optimized Reinforcement Learning with the Parti-Game Algorithm

Neural Information Processing Systems

Parti-game (Moore 1994a; Moore 1994b; Moore and Atkeson 1995) is a reinforcement learning (RL) algorithm that has a lot of promise in overcoming the curse of dimensionality that can plague RL algorithms when applied to high-dimensional problems. In this paper we introduce modifications to the algorithm that further improve its performance and robustness. In addition, while parti-game solutions can be improved locally by standard local path-improvement techniques, we introduce an add-on algorithm in the same spirit as parti-game that instead tries to improve solutions in a non-local manner. 1 INTRODUCTION Parti-game operates on goal problems by dynamically partitioning the space into hyperrectangular cells of varying sizes, represented using a k-d tree data structure. It assumes the existence of a pre-specified local controller that can be commanded to proceed from the current state to a given state. The algorithm uses a game-theoretic approach to assign costs to cells based on past experiences using a minimax algorithm.


Gradient Descent for General Reinforcement Learning

Neural Information Processing Systems

A simple learning rule is derived, the VAPS algorithm, which can be instantiated to generate a wide range of new reinforcementlearning algorithms. These algorithms solve a number of open problems, define several new approaches to reinforcement learning, and unify different approaches to reinforcement learning under a single theory. These algorithms all have guaranteed convergence, and include modifications of several existing algorithms that were known to fail to converge on simple MOPs. These include Q learning, SARSA, and advantage learning. In addition to these value-based algorithms it also generates pure policy-search reinforcement-learning algorithms, which learn optimal policies without learning a value function. In addition, it allows policysearch and value-based algorithms to be combined, thus unifying two very different approaches to reinforcement learning into a single Value and Policy Search (V APS) algorithm.


Finite-Sample Convergence Rates for Q-Learning and Indirect Algorithms

Neural Information Processing Systems

In this paper, we address two issues of longstanding interest in the reinforcement learning literature. First, what kinds of performance guarantees can be made for Q-learning after only a finite number of actions? Second, what quantitative comparisons can be made between Q-learning and model-based (indirect) approaches, which use experience to estimate next-state distributions for off-line value iteration? We first show that both Q-learning and the indirect approach enjoy rather rapid convergence to the optimal policy as a function of the number of state transitions observed.


Scheduling Straight-Line Code Using Reinforcement Learning and Rollouts

Neural Information Processing Systems

In 1986, Tanner and Mead [1] implemented an interesting constraint satisfaction circuit for global motion sensing in a VLSI. We report here a new and improved a VLSI implementation that provides smooth optical flow as well as global motion in a two dimensional visual field. The computation of optical flow is an ill-posed problem, which expresses itself as the aperture problem. However, the optical flow can be estimated by the use of regularization methods, in which additional constraints are introduced in terms of a global energy functional that must be minimized. We show how the algorithmic constraints of Hom and Schunck [2] on computing smooth optical flow can be mapped onto the physical constraints of an equivalent electronic network.