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 Reinforcement Learning


TDLeaf(lambda): Combining Temporal Difference Learning with Game-Tree Search

arXiv.org Artificial Intelligence

In this paper we present TDLeaf(lambda), a variation on the TD(lambda) algorithm that enables it to be used in conjunction with minimax search. We present some experiments in both chess and backgammon which demonstrate its utility and provide comparisons with TD(lambda) and another less radical variant, TD-directed(lambda). In particular, our chess program, ``KnightCap,'' used TDLeaf(lambda) to learn its evaluation function while playing on the Free Internet Chess Server (FICS, fics.onenet.net). It improved from a 1650 rating to a 2100 rating in just 308 games. We discuss some of the reasons for this success and the relationship between our results and Tesauro's results in backgammon.


Hybrid Reinforcement Learning and Its Application to Biped Robot Control

Neural Information Processing Systems

Advanced Technology R&D Center Mitsubishi Electric Corporation Amagasaki, Hyogo 661-0001, Japan Abstract A learning system composed of linear control modules, reinforcement learningmodules and selection modules (a hybrid reinforcement learning system) is proposed for the fast learning of real-world control problems. The selection modules choose one appropriate control module dependent on the state. It learned the control on a sloped floor more quickly than the usual reinforcement learningbecause it did not need to learn the control on a flat floor, where the linear control module can control the robot. When it was trained by a 2-step learning (during the first learning step, the selection module was trained by a training procedure controlled onlyby the linear controller), it learned the control more quickly. The average number of trials (about 50) is so small that the learning system is applicable to real robot control. 1 Introduction Reinforcement learning has the ability to solve general control problems because it learns behavior through trial-and-error interactions with a dynamic environment.


Nonparametric Model-Based Reinforcement Learning

Neural Information Processing Systems

This paper describes some of the interactions of model learning algorithms and planning algorithms we have found in exploring model-based reinforcement learning. The paper focuses on how local trajectory optimizers can be used effectively with learned nonparametric models. We find that trajectory planners that are fully consistent with the learned model often have difficulty finding reasonable plans in the early stages of learning. Trajectory planners that balance obeying the learned model with minimizing cost (or maximizing reward) often do better, even if the plan is not fully consistent with the learned model.


Multi-time Models for Temporally Abstract Planning

Neural Information Processing Systems

Planning and learning at multiple levels of temporal abstraction is a key problem for artificial intelligence. In this paper we summarize an approach to this problem based on the mathematical framework of Markov decision processes and reinforcement learning. Current model-based reinforcement learning is based on one-step models that cannot represent commonsense higher-level actions, such as going to lunch, grasping an object, or flying to Denver. This paper generalizes prior work on temporally abstract models [Sutton, 1995] and extends it from the prediction setting to include actions, control, and planning. We introduce a more general form of temporally abstract model, the multi-time model, and establish its suitability for planning and learning by virtue of its relationship to the Bellman equations. This paper summarizes the theoretical framework of multi-time models and illustrates their potential advantages in a grid world planning task.


The Asymptotic Convergence-Rate of Q-learning

Neural Information Processing Systems

Q-Iearning is a popular reinforcement learning (RL) algorithm whose convergence is well demonstrated in the literature (Jaakkola et al., 1994; Tsitsiklis, 1994; Littman and Szepesvari, 1996; Szepesvari and Littman, 1996). Our aim in this paper is to provide an upper bound for the convergence rate of (lookup-table based) Q-Iearning algorithms. Although, this upper bound is not strict, computer experiments (to be presented elsewhere) and the form of the lemma underlying the proof indicate that the obtained upper bound can be made strict by a slightly more complicated definition for R. Our results extend to learning on aggregated states (see (Singh et al., 1995ยป and other related algorithms which admit a certain form of asynchronous stochastic approximation (see (Szepesv iri and Littman, 1996ยป. Present address: Associative Computing, Inc., Budapest, Konkoly Thege M. u. 29-33, HUNGARY-1121 The Asymptotic Convergence-Rate of Q-leaming


Adaptive Choice of Grid and Time in Reinforcement Learning

Neural Information Processing Systems

Consistency problems arise if the discretization needs to be refined, e.g. for more accuracy, application of multi-grid iteration or better starting values for the iteration of the approximate optimal value function. In [7] it was shown, that for diffusion dominated problems, a state to time discretization ratio k/ h of Ch'r, I


Reinforcement Learning for Continuous Stochastic Control Problems

Neural Information Processing Systems

Here we sudy the continuous time, continuous state-space stochastic case, which covers a wide variety of control problems including target, viability, optimization problems (see [FS93], [KP95])}or which a formalism is the following.


Reinforcement Learning with Hierarchies of Machines

Neural Information Processing Systems

We present a new approach to reinforcement learning in which the policies considered by the learning process are constrained by hierarchies of partially specified machines. This allows for the use of prior knowledge to reduce the search space and provides a framework in which knowledge can be transferred across problems and in which component solutions can be recombined to solve larger and more complicated problems. Our approach can be seen as providing a link between reinforcement learning and "behavior-based" or "teleo-reactive" approaches to control. We present provably convergent algorithms for problem-solving and learning with hierarchical machines and demonstrate their effectiveness on a problem with several thousand states.


Reinforcement Learning for Call Admission Control and Routing in Integrated Service Networks

Neural Information Processing Systems

We provide a model of the standard watermaze task, and of a more challenging task involving novel platform locations, in which rats exhibit one-trial learning after a few days of training. The model uses hippocampal place cells to support reinforcement learning, and also, in an integrated manner, to build and use allocentric coordinates. 1 INTRODUCTION


Enhancing Q-Learning for Optimal Asset Allocation

Neural Information Processing Systems

This paper enhances the Q-Iearning algorithm for optimal asset allocation proposed in (Neuneier, 1996 [6]). The new formulation simplifies the approach by using only one value-function for many assets and allows model-free policy-iteration. After testing the new algorithm on real data, the possibility of risk management within the framework of Markov decision problems is analyzed. The proposed methods allows the construction of a multi-period portfolio management system which takes into account transaction costs, the risk preferences of the investor, and several constraints on the allocation. 1 Introduction