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Monte Carlo POMDPs

Neural Information Processing Systems

We present a Monte Carlo algorithm for learning to act in partially observable Markov decision processes (POMDPs) with real-valued state and action spaces. Our approach uses importance sampling for representing beliefs, and Monte Carlo approximation for belief propagation. A reinforcement learning algorithm, value iteration, is employed to learn value functions over belief states. Finally, a samplebased version of nearest neighbor is used to generalize across states. Initial empirical results suggest that our approach works well in practical applications.


Policy Gradient Methods for Reinforcement Learning with Function Approximation

Neural Information Processing Systems

Function approximation is essential to reinforcement learning, but the standard approach of approximating a value function and determining a policy from it has so far proven theoretically intractable. In this paper we explore an alternative approach in which the policy is explicitly represented by its own function approximator, independent of the value function, and is updated according to the gradient of expected reward with respect to the policy parameters. Williams's REINFORCE method and actor-critic methods are examples of this approach. Our main new result is to show that the gradient can be written in a form suitable for estimation from experience aided by an approximate action-value or advantage function. Using this result, we prove for the first time that a version of policy iteration with arbitrary differentiable function approximation is convergent to a locally optimal policy.


Learning Factored Representations for Partially Observable Markov Decision Processes

Neural Information Processing Systems

The problem of reinforcement learning in a non-Markov environment is explored using a dynamic Bayesian network, where conditional independence assumptions between random variables are compactly represented by network parameters. The parameters are learned online, and approximations are used to perform inference and to compute the optimal value function. The relative effects of inference and value function approximations on the quality of the final policy are investigated, by learning to solve a moderately difficult driving task. The two value function approximations, linear and quadratic, were found to perform similarly, but the quadratic model was more sensitive to initialization. Both performed below the level of human performance on the task. The dynamic Bayesian network performed comparably to a model using a localist hidden state representation, while requiring exponentially fewer parameters.


Coastal Navigation with Mobile Robots

Neural Information Processing Systems

The problem that we address in this paper is how a mobile robot can plan in order to arrive at its goal with minimum uncertainty. Traditional motion planning algorithms often assume that a mobile robot can track its position reliably, however, in real world situations, reliable localization may not always be feasible. Partially Observable Markov Decision Processes (POMDPs) provide one way to maximize the certainty of reaching the goal state, but at the cost of computational intractability for large state spaces. The method we propose explicitly models the uncertainty of the robot's position as a state variable, and generates trajectories through the augmented pose-uncertainty space. By minimizing the positional uncertainty at the goal, the robot reduces the likelihood it becomes lost. We demonstrate experimentally that coastal navigation reduces the uncertainty at the goal, especially with degraded localization.


Reinforcement Learning Using Approximate Belief States

Neural Information Processing Systems

The problem of developing good policies for partially observable Markov decision problems (POMDPs) remains one of the most challenging areas of research in stochastic planning. One line of research in this area involves the use of reinforcement learning with belief states, probability distributions over the underlying model states. This is a promising method for small problems, but its application is limited by the intractability of computing or representing a full belief state for large problems. Recent work shows that, in many settings, we can maintain an approximate belief state, which is fairly close to the true belief state. In particular, great success has been shown with approximate belief states that marginalize out correlations between state variables. In this paper, we investigate two methods of full belief state reinforcement learning and one novel method for reinforcement learning using factored approximate belief states. We compare the performance of these algorithms on several well-known problem from the literature. Our results demonstrate the importance of approximate belief state representations for large problems.


Policy Search via Density Estimation

Neural Information Processing Systems

We propose a new approach to the problem of searching a space of stochastic controllers for a Markov decision process (MDP) or a partially observable Markov decision process (POMDP). Following several other authors, our approach is based on searching in parameterized families of policies (for example, via gradient descent) to optimize solution quality. However, rather than trying to estimate the values and derivatives of a policy directly, we do so indirectly using estimates for the probability densities that the policy induces on states at the different points in time. This enables our algorithms to exploit the many techniques for efficient and robust approximate density propagation in stochastic systems. We show how our techniques can be applied both to deterministic propagation schemes (where the MDP's dynamics are given explicitly in compact form,) and to stochastic propagation schemes (where we have access only to a generative model, or simulator, of the MDP).


Bayesian Map Learning in Dynamic Environments

Neural Information Processing Systems

We consider the problem of learning a grid-based map using a robot with noisy sensors and actuators. We compare two approaches: online EM, where the map is treated as a fixed parameter, and Bayesian inference, where the map is a (matrix-valued) random variable. We show that even on a very simple example, online EM can get stuck in local minima, which causes the robot to get "lost" and the resulting map to be useless. By contrast, the Bayesian approach, by maintaining multiple hypotheses, is much more robust. We then introduce a method for approximating the Bayesian solution, called Rao-Blackwellised particle filtering. We show that this approximation, when coupled with an active learning strategy, is fast but accurate.


Actor-Critic Algorithms

Neural Information Processing Systems

We propose and analyze a class of actor-critic algorithms for simulation-based optimization of a Markov decision process over a parameterized family of randomized stationary policies. These are two-time-scale algorithms in which the critic uses TD learning with a linear approximation architecture and the actor is updated in an approximate gradient direction based on information provided by the critic. We show that the features for the critic should span a subspace prescribed by the choice of parameterization of the actor. We conclude by discussing convergence properties and some open problems.


Approximate Planning in Large POMDPs via Reusable Trajectories

Neural Information Processing Systems

We consider the problem of reliably choosing a near-best strategy from a restricted class of strategies TI in a partially observable Markov decision process (POMDP). We assume we are given the ability to simulate the POMDP, and study what might be called the sample complexity - that is, the amount of data one must generate in the POMDP in order to choose a good strategy. We prove upper bounds on the sample complexity showing that, even for infinitely large and arbitrarily complex POMDPs, the amount of data needed can be finite, and depends only linearly on the complexity of the restricted strategy class TI, and exponentially on the horizon time. This latter dependence can be eased in a variety of ways, including the application of gradient and local search algorithms.


State Abstraction in MAXQ Hierarchical Reinforcement Learning

Neural Information Processing Systems

Many researchers have explored methods for hierarchical reinforcement learning (RL) with temporal abstractions, in which abstract actions are defined that can perform many primitive actions before terminating. However, little is known about learning with state abstractions, in which aspects of the state space are ignored. In previous work, we developed the MAXQ method for hierarchical RL. In this paper, we define five conditions under which state abstraction can be combined with the MAXQ value function decomposition. We prove that the MAXQ-Q learning algorithm converges under these conditions and show experimentally that state abstraction is important for the successful application of MAXQ-Q learning.