sequential decision-making problem
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A Learning and Sampling
A.1 Deep generative modelling A complete trajectory is denoted by ζ " t s The log-likelihood function is: Lpθ q " ÿ Applying this simple identiy, we also have: 0 " E On the other hand, it discourages action samples directly sampled from the prior. To ensure the transition model's validity, it needs to be grounded in real-world dynamics when jointly learned with the policy. Otherwise, the agent would be purely hallucinating based on the demonstrations. It would not be a problem if the action space is quantized. Intuitively, action samples at each step are updated with the energy of all subsequent actions and a single-step forward by back-propagation. To train the policy, Eq. (8) can now be rewritten as δ Eq. (5) is an empirical estimate of E We first prove the construction above is valid at optimality.
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On the Role of Information Structure in Reinforcement Learning for Partially-Observable Sequential Teams and Games
In sequential decision-making problems, the describes the causal dependencies between system variables, encompassing the dynamics of the environment and the agents' actions. Classical models of reinforcement learning (e.g., MDPs, POMDPs) assume a restricted and highly regular information structure, while more general models like predictive state representations do not explicitly model the information structure. By contrast, real-world sequential decision-making problems typically involve a complex and time-varying interdependence of system variables, requiring a rich and flexible representation of information structure. In this paper, we formalize a novel reinforcement learning model which explicitly represents the information structure.We then use this model to carry out an information-structural analysis of the statistical complexity of general sequential decision-making problems, obtaining a characterization via a graph-theoretic quantity of the DAG representation of the information structure. We prove an upper bound on the sample complexity of learning a general sequential decision-making problem in terms of its information structure by exhibiting an algorithm achieving the upper bound. This recovers known tractability results and gives a novel perspective on reinforcement learning in general sequential decision-making problems, providing a systematic way of identifying new tractable classes of problems.
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On the Role of Information Structure in Reinforcement Learning for Partially-Observable Sequential Teams and Games
In sequential decision-making problems, the information structure describes the causal dependencies between system variables, encompassing the dynamics of the environment and the agents' actions. Classical models of reinforcement learning (e.g., MDPs, POMDPs) assume a restricted and highly regular information structure, while more general models like predictive state representations do not explicitly model the information structure. By contrast, real-world sequential decision-making problems typically involve a complex and time-varying interdependence of system variables, requiring a rich and flexible representation of information structure. In this paper, we formalize a novel reinforcement learning model which explicitly represents the information structure.We then use this model to carry out an information-structural analysis of the statistical complexity of general sequential decision-making problems, obtaining a characterization via a graph-theoretic quantity of the DAG representation of the information structure. We prove an upper bound on the sample complexity of learning a general sequential decision-making problem in terms of its information structure by exhibiting an algorithm achieving the upper bound.
A naive aggregation algorithm for improving generalization in a class of learning problems
In this brief paper, we present a naive aggregation algorithm for a typical learning problem with expert advice setting, in which the task of improving generalization, i.e., model validation, is embedded in the learning process as a sequential decision-making problem. In particular, we consider a class of learning problem of point estimations for modeling high-dimensional nonlinear functions, where a group of experts update their parameter estimates using the discrete-time version of gradient systems, with small additive noise term, guided by the corresponding subsample datasets obtained from the original dataset. Here, our main objective is to provide conditions under which such an algorithm will sequentially determine a set of mixing distribution strategies used for aggregating the experts' estimates that ultimately leading to an optimal parameter estimate, i.e., as a consensus solution for all experts, which is better than any individual expert's estimate in terms of improved generalization or learning performances. Finally, as part of this work, we present some numerical results for a typical case of nonlinear regression problem.
On the Role of Information Structure in Reinforcement Learning for Partially-Observable Sequential Teams and Games
In a sequential decision-making problem, the information structure is the description of how events in the system occurring at different points in time affect each other. Classical models of reinforcement learning (e.g., MDPs, POMDPs, Dec-POMDPs, and POMGs) assume a very simple and highly regular information structure, while more general models like predictive state representations do not explicitly model the information structure. By contrast, real-world sequential decision-making problems typically involve a complex and time-varying interdependence of system variables, requiring a rich and flexible representation of information structure. In this paper, we argue for the perspective that explicit representation of information structures is an important component of analyzing and solving reinforcement learning problems. We propose novel reinforcement learning models with an explicit representation of information structure, capturing classical models as special cases. We show that this leads to a richer analysis of sequential decision-making problems and enables more tailored algorithm design. In particular, we characterize the "complexity" of the observable dynamics of any sequential decision-making problem through a graph-theoretic analysis of the DAG representation of its information structure. The central quantity in this analysis is the minimal set of variables that $d$-separates the past observations from future observations. Furthermore, through constructing a generalization of predictive state representations, we propose tailored reinforcement learning algorithms and prove that the sample complexity is in part determined by the information structure. This recovers known tractability results and gives a novel perspective on reinforcement learning in general sequential decision-making problems, providing a systematic way of identifying new tractable classes of problems.
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