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Reinforcement Learning with a Focus on Adjusting Policies to Reach Targets

arXiv.org Artificial Intelligence

The objective of a reinforcement learning agent is to discover better actions through exploration. However, typical exploration techniques aim to maximize rewards, often incurring high costs in both exploration and learning processes. We propose a novel deep reinforcement learning method, which prioritizes achieving an aspiration level over maximizing expected return. This method flexibly adjusts the degree of exploration based on the proportion of target achievement. Through experiments on a motion control task and a navigation task, this method achieved returns equal to or greater than other standard methods. The results of the analysis showed two things: our method flexibly adjusts the exploration scope, and it has the potential to enable the agent to adapt to non-stationary environments. These findings indicated that this method may have effectiveness in improving exploration efficiency in practical applications of reinforcement learning.


Bounded Rationality in Las Vegas: Probabilistic Finite Automata PlayMulti-Armed Bandits

arXiv.org Artificial Intelligence

We can think of the number of states of the automaton as a proxy for how computationally bounded the While traditional economics assumes that humans agent is. Neyman (1985) showed that cooperation can are fully rational agents who always arise if PFAs play a finitely-repeated prisoner's dilemma; maximize their expected utility, in practice, we work on this topic has continued to attract attention (see constantly observe apparently irrational behavior. Papadimitriou and Yannakakis (1994) and the references One explanation is that people have limited therein). Wilson (2015) considered a decision problem computational power, so that they are, quite rationally, where an agent must decide whether nature is in state 0 making the best decisions they can, or state 1, after getting signals that are correlated with given their computational limitations.


Guaranteed satisficing and finite regret: Analysis of a cognitive satisficing value function

arXiv.org Artificial Intelligence

As reinforcement learning algorithms are being applied to increasingly complicated and realistic tasks, it is becoming increasingly difficult to solve such problems within a practical time frame. Hence, we focus on a \textit{satisficing} strategy that looks for an action whose value is above the aspiration level (analogous to the break-even point), rather than the optimal action. In this paper, we introduce a simple mathematical model called risk-sensitive satisficing ($RS$) that implements a satisficing strategy by integrating risk-averse and risk-prone attitudes under the greedy policy. We apply the proposed model to the $K$-armed bandit problems, which constitute the most basic class of reinforcement learning tasks, and prove two propositions. The first is that $RS$ is guaranteed to find an action whose value is above the aspiration level. The second is that the regret (expected loss) of $RS$ is upper bounded by a finite value, given that the aspiration level is set to an "optimal level" so that satisficing implies optimizing. We confirm the results through numerical simulations and compare the performance of $RS$ with that of other representative algorithms for the $K$-armed bandit problems.


Reactive Versus Anticipative Decision Making in a Novel Gift-Giving Game

AAAI Conferences

Evolutionary game theory focuses on the fitness differences between simple discrete or probabilistic strategies to explain the evolution of particular decision-making behavior within strategic situations. Although this approach has provided substantial insights into the presence of fairness or generosity in gift-giving games, it does not fully resolve the question of which cognitive mechanisms are required to produce the choices observed in experiments. One such mechanism that humans have acquired, is the capacity to anticipate. Prior work showed that forward-looking behavior, using a recurrent neural network to model the cognitive mechanism, are essential to produce the actions of human participants in behavioral experiments. In this paper, we evaluate whether this conclusion extends also to gift-giving games, more concretely, to a game that combines the dictator game with a partner selection process. The recurrent neural network model used here for dictators, allows them to reason about a best response to past actions of the receivers (reactive model) or to decide which action will lead to a more successful outcome in the future (anticipatory model). We show for both models the decision dynamics while training, as well as the average behavior. We find that the anticipatory model is the only one capable of accounting for changes in the context of the game, a behavior also observed in experiments, expanding previous conclusions to this more sophisticated game.


MOOPPS: An Optimization System for Multi Objective Scheduling

arXiv.org Artificial Intelligence

In the current paper, we present an optimization system solving multi objective production scheduling problems (MOOPPS). The identification of Pareto optimal alternatives or at least a close approximation of them is possible by a set of implemented metaheuristics. Necessary control parameters can easily be adjusted by the decision maker as the whole software is fully menu driven. This allows the comparison of different metaheuristic algorithms for the considered problem instances. Results are visualized by a graphical user interface showing the distribution of solutions in outcome space as well as their corresponding Gantt chart representation. The identification of a most preferred solution from the set of efficient solutions is supported by a module based on the aspiration interactive method (AIM). The decision maker successively defines aspiration levels until a single solution is chosen. After successfully competing in the finals in Ronneby, Sweden, the MOOPPS software has been awarded the European Academic Software Award 2002 (http://www.bth.se/llab/easa_2002.nsf)