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70
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.
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.
Decision-Theoretic Planning: Structural Assumptions and Computational Leverage
- JOURNAL OF ARTIFICIAL INTELLIGENCE RESEARCH
, 1999
"... Planning under uncertainty is a central problem in the study of automated sequential decision making, and has been addressed by researchers in many different fields, including AI planning, decision analysis, operations research, control theory and economics. While the assumptions and perspectives ..."
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Cited by 342 (3 self)
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Planning under uncertainty is a central problem in the study of automated sequential decision making, and has been addressed by researchers in many different fields, including AI planning, decision analysis, operations research, control theory and economics. While the assumptions and perspectives adopted in these areas often differ in substantial ways, many planning problems of interest to researchers in these fields can be modeled as Markov decision processes (MDPs) and analyzed using the techniques of decision theory. This paper presents an overview and synthesis of MDP-related methods, showing how they provide a unifying framework for modeling many classes of planning problems studied in AI. It also describes structural properties of MDPs that, when exhibited by particular classes of problems, can be exploited in the construction of optimal or approximately optimal policies or plans. Planning problems commonly possess structure in the reward and value functions used to de...
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,
Reinforcement Learning Algorithm for Partially Observable Markov Decision Problems
- Advances in Neural Information Processing Systems 7
, 1995
"... Increasing attention has been paid to reinforcement learning algorithms in recent years, partly due to successes in the theoretical analysis of their behavior in Markov environments. If the Markov assumption is removed, however, neither generally the algorithms nor the analyses continue to be usable ..."
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Cited by 137 (7 self)
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Increasing attention has been paid to reinforcement learning algorithms in recent years, partly due to successes in the theoretical analysis of their behavior in Markov environments. If the Markov assumption is removed, however, neither generally the algorithms nor the analyses continue to be usable. We propose and analyze a new learning algorithm to solve a certain class of non-Markov decision problems. Our algorithm applies to problems in which the environment is Markov, but the learner has restricted access to state information. The algorithm involves a Monte-Carlo policy evaluation combined with a policy improvement method that is similar to that of Markov decision problems and is guaranteed to converge to a local maximum. The algorithm operates in the space of stochastic policies, a space which can yield a policy that performs considerably better than any deterministic policy. Although the space of stochastic policies is continuous---even for a discrete action space---our algorith...
Recent advances in hierarchical reinforcement learning
, 2003
"... A preliminary unedited version of this paper was incorrectly published as part of Volume ..."
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Cited by 119 (18 self)
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A preliminary unedited version of this paper was incorrectly published as part of Volume
Learning Without State-Estimation in Partially Observable Markovian Decision Processes
- In Proceedings of the Eleventh International Conference on Machine Learning
, 1994
"... Reinforcement learning (RL) algorithms provide a sound theoretical basis for building learning control architectures for embedded agents. Unfortunately all of the theory and much of the practice (see Barto et al., 1983, for an exception) of RL is limited to Markovian decision processes (MDPs). Many ..."
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Cited by 115 (5 self)
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Reinforcement learning (RL) algorithms provide a sound theoretical basis for building learning control architectures for embedded agents. Unfortunately all of the theory and much of the practice (see Barto et al., 1983, for an exception) of RL is limited to Markovian decision processes (MDPs). Many realworld decision tasks, however, are inherently non-Markovian, i.e., the state of the environment is only incompletely known to the learning agent. In this paper we consider only partially observable MDPs (POMDPs), a useful class of non-Markovian decision processes. Most previous approaches to such problems have combined computationally expensive state-estimation techniques with learning control. This paper investigates learning in POMDPs without resorting to any form of state estimation. We present results about what TD(0) and Q-learning will do when applied to POMDPs. It is shown that the conventional discounted RL framework is inadequate to deal with POMDPs. Finally we develop a new fr...
Machine-Learning Research -- Four Current Directions
"... Machine Learning research has been making great progress in many directions. This article summarizes four of these directions and discusses some current open problems. The four directions are (a) improving classification accuracy by learning ensembles of classifiers, (b) methods for scaling up super ..."
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Cited by 102 (1 self)
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Machine Learning research has been making great progress in many directions. This article summarizes four of these directions and discusses some current open problems. The four directions are (a) improving classification accuracy by learning ensembles of classifiers, (b) methods for scaling up supervised learning algorithms, (c) reinforcement learning, and (d) learning complex stochastic models.
ZCS: A Zeroth Level Classifier System
, 1994
"... A basic classifier system, ZCS, is presented which keeps much of Holland's original framework but simplifies it to increase understandability and performance. ZCS's relation to Q-learning is brought out, and their performances compared in environments of two difficulty levels. Extensions to ZCS are ..."
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Cited by 93 (7 self)
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A basic classifier system, ZCS, is presented which keeps much of Holland's original framework but simplifies it to increase understandability and performance. ZCS's relation to Q-learning is brought out, and their performances compared in environments of two difficulty levels. Extensions to ZCS are proposed for temporary memory, better action selection, more efficient use of the genetic algorithm, and more general classifier representation. Key words Classifier systems, Q-learning, temporary memory, action selection, restricted mating, s-classifiers, genetic programming 2 1. Introduction A classifier system is a learning system in which a set of condition-action rules called classifiers compete to control the system and gain credit based on the system's receipt of reinforcement from the environment. A classifier's cumulative credit, termed strength, determines its influence in the control competition and in an evolutionary process using a genetic algorithm in which new, plausibly b...
Average Reward Reinforcement Learning: Foundations, Algorithms, and Empirical Results
, 1996
"... This paper presents a detailed study of average reward reinforcement learning, an undiscounted optimality framework that is more appropriate for cyclical tasks than the much better studied discounted framework. A wide spectrum of average reward algorithms are described, ranging from synchronous dyna ..."
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Cited by 80 (12 self)
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This paper presents a detailed study of average reward reinforcement learning, an undiscounted optimality framework that is more appropriate for cyclical tasks than the much better studied discounted framework. A wide spectrum of average reward algorithms are described, ranging from synchronous dynamic programming methods to several (provably convergent) asynchronous algorithms from optimal control and learning automata. A general sensitive discount optimality metric called n-discount-optimality is introduced, and used to compare the various algorithms. The overview identifies a key similarity across several asynchronous algorithms that is crucial to their convergence, namely independent estimation of the average reward and the relative values. The overview also uncovers a surprising limitation shared by the different algorithms: while several algorithms can provably generate gain-optimal policies that maximize average reward, none of them can reliably filter these to produce bias-optimal (or T-optimal) policies that also maximize the finite reward to absorbing goal states. This paper also presents a detailed empirical study of R-learning, an average reward reinforcement learning method, using two empirical testbeds: a stochastic grid world domain and a simulated robot environment. A detailed sensitivity analysis of R-learning is carried out to test its dependence on learning rates and exploration levels. The results suggest that R-learning is quite sensitive to exploration strategies, and can fall into sub-optimal limit cycles. The performance of R-learning is also compared with that of Q-learning, the best studied discounted RL method. Here, the results suggest that R-learning can be fine-tuned to give better performance than Q-learning in both domains.

