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17
Reinforcement learning: a survey
- Journal of Artificial Intelligence Research
, 1996
"... This paper surveys the field of reinforcement learning from a computer-science perspective. It is written to be accessible to researchers familiar with machine learning. Both the historical basis of the field and a broad selection of current work are summarized. Reinforcement learning is the problem ..."
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Cited by 1134 (21 self)
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This paper surveys the field of reinforcement learning from a computer-science perspective. It is written to be accessible to researchers familiar with machine learning. Both the historical basis of the field and a broad selection of current work are summarized. Reinforcement learning is the problem faced by an agent that learns behavior through trial-and-error interactions with a dynamic environment. The work described here has a resemblance to work in psychology, but differs considerably in the details and in the use of the word "reinforcement." The paper discusses central issues of reinforcement learning, including trading off exploration and exploitation, establishing the foundations of the field via Markov decision theory, learning from delayed reinforcement, constructing empirical models to accelerate learning, making use of generalization and hierarchy, and coping with hidden state. It concludes with a survey of some implemented systems and an assessment of the practical utility of current methods for reinforcement learning.
Planning and acting in partially observable stochastic domains
- ARTIFICIAL INTELLIGENCE
, 1998
"... In this paper, we bring techniques from operations research to bear on the problem of choosing optimal actions in partially observable stochastic domains. We begin by introducing the theory of Markov decision processes (mdps) and partially observable mdps (pomdps). We then outline a novel algorithm ..."
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Cited by 629 (24 self)
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In this paper, we bring techniques from operations research to bear on the problem of choosing optimal actions in partially observable stochastic domains. We begin by introducing the theory of Markov decision processes (mdps) and partially observable mdps (pomdps). We then outline a novel algorithm for solving pomdps offline and show how, in some cases, a finite-memory controller can be extracted from the solution to a pomdp. We conclude with a discussion of how our approach relates to previous work, the complexity of finding exact solutions to pomdps, and of some possibilities for finding approximate solutions.
Markov games as a framework for multi-agent reinforcement learning
- IN PROCEEDINGS OF THE ELEVENTH INTERNATIONAL CONFERENCE ON MACHINE LEARNING
, 1994
"... In the Markov decision process (MDP) formalization of reinforcement learning, a single adaptive agent interacts with an environment defined by a probabilistic transition function. In this solipsistic view, secondary agents can only be part of the environment and are therefore fixed in their behavior ..."
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Cited by 417 (10 self)
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In the Markov decision process (MDP) formalization of reinforcement learning, a single adaptive agent interacts with an environment defined by a probabilistic transition function. In this solipsistic view, secondary agents can only be part of the environment and are therefore fixed in their behavior. The framework of Markov games allows us to widen this view to include multiple adaptive agents with interacting or competing goals. This paper considers a step in this direction in which exactly two agents with diametrically opposed goals share an environment. It describes a Q-learning-like algorithm for finding optimal policies and demonstrates its application to a simple two-player game in which the optimal policy is probabilistic.
Algorithms for Sequential Decision Making
, 1996
"... Sequential decision making is a fundamental task faced by any intelligent agent in an extended interaction with its environment; it is the act of answering the question "What should I do now?" In this thesis, I show how to answer this question when "now" is one of a finite set of states, "do" is one ..."
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Cited by 158 (7 self)
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Sequential decision making is a fundamental task faced by any intelligent agent in an extended interaction with its environment; it is the act of answering the question "What should I do now?" In this thesis, I show how to answer this question when "now" is one of a finite set of states, "do" is one of a finite set of actions, "should" is maximize a long-run measure of reward, and "I" is an automated planning or learning system (agent). In particular,
Memoryless Policies: Theoretical Limitations and Practical Results
- In
, 1994
"... One form of adaptive behavior is "goal-seeking" in which an agent acts so as to minimize the time it takes to reach a goal state. This paper presents some theoretical and empirical findings on algorithms that devise goal-seeking behaviors for "memoryless" agents who base their behavioral decisions s ..."
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Cited by 88 (3 self)
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One form of adaptive behavior is "goal-seeking" in which an agent acts so as to minimize the time it takes to reach a goal state. This paper presents some theoretical and empirical findings on algorithms that devise goal-seeking behaviors for "memoryless" agents who base their behavioral decisions solely on current sensations. The basic results are that (1) the general problem of finding good deterministic memoryless policies is intractable, however, (2) simple branch-and-bound heuristics can be used to find optimal memoryless policies extremely quickly for some established example environments. 1 Introduction This paper looks at a class of behaviors, or policies, that can be called "memoryless" since action decisions are made solely on this basis of the agent's current sensation. In nature, it would seem that memoryless behavior makes little sense. What organism would possibly ignore recent events in deciding how to act? Research on artificial agents, however, is more apt to focus o...
Learning Policies with External Memory
, 2001
"... In order for an agent to perform well in partially observable domains, it is usually necessary for actions to depend on the history of observations. In this paper, we explore a stigmergic approach, in which the agent’s actions include the ability to set and clear bits in an external memory, and the ..."
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Cited by 45 (7 self)
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In order for an agent to perform well in partially observable domains, it is usually necessary for actions to depend on the history of observations. In this paper, we explore a stigmergic approach, in which the agent’s actions include the ability to set and clear bits in an external memory, and the external memory is included as part of the input to the agent. In this case, we need to learn a reactive policy in a highly non-Markovian domain. We explore two algorithms: sarsa(λ), which has had empirical success in partially observable domains, and vaps, a new algorithm due to Baird and Moore, with convergence guarantees in partially observable domains. We compare the performance of these two algorithms on benchmark problems.
Instance-Based State Identification for Reinforcement Learning
- Advances in Neural Information Processing Systems 7
, 1994
"... This paper presents instance-based state identification, an approach to reinforcement learning and hidden state that builds disambiguating amounts of short-term memory on-line, and also learns with an order of magnitude fewer training steps than several previous approaches. Inspired by a key similar ..."
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Cited by 38 (1 self)
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This paper presents instance-based state identification, an approach to reinforcement learning and hidden state that builds disambiguating amounts of short-term memory on-line, and also learns with an order of magnitude fewer training steps than several previous approaches. Inspired by a key similarity between learning with hidden state and learning in continuous geometrical spaces, this approach uses instance-based (or "memory-based") learning, a method that has worked well in continuous spaces. 1 BACKGROUND AND RELATED WORK When a robot's next course of action depends on information that is hidden from the sensors because of problems such as occlusion, restricted range, bounded field of view and limited attention, the robot suffers from hidden state. More formally, we say a reinforcement learning agent suffers from the hidden state problem if the agent's state representation is non-Markovian with respect to actions and utility. The hidden state problem arises as a case of perceptual...
Hidden State and Reinforcement Learning with Instance-Based State Identification
- IEEE Transations on Systems, Man, and Cybernetics
"... Real robots with real sensors are not omniscient. When a robot's next course of action depends on information that is hidden from the sensors because of problems such as occlusion, restricted range, bounded field of view and limited attention, we say the robot suffers from the hidden state problem. ..."
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Cited by 31 (1 self)
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Real robots with real sensors are not omniscient. When a robot's next course of action depends on information that is hidden from the sensors because of problems such as occlusion, restricted range, bounded field of view and limited attention, we say the robot suffers from the hidden state problem. State identification techniques use history information to uncover hidden state. Some previous approaches to encoding history include: finite state machines [12, 28], recurrent neural networks [25] and genetic programming with indexed memory [49]. A chief disadvantage of all these techniques is their long training time. This paper presents instance-based state identification, a new approach to reinforcement learning with state identification that learns with much fewer training steps. Noting that learning with history and learning in continuous spaces both share the property that they begin without knowing the granularity of the state space, the approach applies instance-based (or "memory-ba...
Reinforcement Learning by Policy Search
, 2000
"... One objective of artificial intelligence is to model the behavior of an intelligent agent interacting with its environment. The environment's transformations could be modeled as a Markov chain, whose state is partially observable to the agent and affected by its actions; such processes are known as ..."
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Cited by 25 (2 self)
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One objective of artificial intelligence is to model the behavior of an intelligent agent interacting with its environment. The environment's transformations could be modeled as a Markov chain, whose state is partially observable to the agent and affected by its actions; such processes are known as partially observable Markov decision processes (POMDPs). While the environment's dynamics are assumed to obey certain rules, the agent does not know them and must learn. In this dissertation we focus on the agent's adaptation as captured by the reinforcement learning framework. Reinforcement learning means learning a policy---a mapping of observations into actions---based on feedback from the environment. The learning can be viewed as browsing a set of policies while evaluating them by trial through interaction with the environment. The set of policies being searched is constrained by the architecture of the agent's controller. POMDPs require a controller to have a memory. We investigate various architectures for controllers with memory, including controllers with external memory, finite state controllers and distributed controllers for multi-agent system. For these various controllers we work out the details of the algorithms which learn by ascending the gradient of expected cumulative reinforcement. Building on statistical learning theory and experiment design theory, a policy evaluation algorithm is developed for the case of experience re-use. We address the question of sufficient experience for uniform convergence of policy evaluation and obtain sample complexity bounds for various estimators. Finally, we demonstrate the performance of the proposed algorithms on several domains, the most complex of which is simulated adaptive packet routing in a telecommunication network.

