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Simple statistical gradient-following algorithms for connectionist reinforcement learning (1992)

by Ronald J. Williams
Venue:Machine Learning
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Reinforcement learning: a survey

by Leslie Pack Kaelbling, Michael L. Littman, Andrew W. Moore - 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 ..."
Abstract - Cited by 1134 (21 self) - Add to MetaCart
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.

PEGASUS: A policy search method for large MDPs and POMDPs

by Andrew Ng, Michael Jordan - In Proceedings of the Sixteenth Conference on Uncertainty in Artificial Intelligence , 2000
"... We propose a new approach to the problem of searching a space of policies for a Markov decision process (MDP) or a partially observable Markov decision process (POMDP), given a model. Our approach is based on the following observation: Any (PO)MDP can be transformed into an "equivalent" POMDP ..."
Abstract - Cited by 168 (7 self) - Add to MetaCart
We propose a new approach to the problem of searching a space of policies for a Markov decision process (MDP) or a partially observable Markov decision process (POMDP), given a model. Our approach is based on the following observation: Any (PO)MDP can be transformed into an "equivalent" POMDP in which all state transitions (given the current state and action) are deterministic. This reduces the general problem of policy search to one in which we need only consider POMDPs with deterministic transitions. We give a natural way of estimating the value of all policies in these transformed POMDPs. Policy search is then simply performed by searching for a policy with high estimated value. We also establish conditions under which our value estimates will be good, recovering theoretical results similar to those of Kearns, Mansour and Ng [7], but with "sample complexity" bounds that have only a polynomial rather than exponential dependence on the horizon time. Our method appl...

The Helmholtz Machine

by Peter Dayan, Geoffrey E. Hinton, Radford M. Neal, Richard S. Zemel , 1995
"... Discovering the structure inherent in a set of patterns is a fundamental aim of statistical inference or learning. One fruitful approach is to build a parameterized stochastic generative model, independent draws from which are likely to produce the patterns. For all but the simplest generative model ..."
Abstract - Cited by 165 (22 self) - Add to MetaCart
Discovering the structure inherent in a set of patterns is a fundamental aim of statistical inference or learning. One fruitful approach is to build a parameterized stochastic generative model, independent draws from which are likely to produce the patterns. For all but the simplest generative models, each pattern can be generated in exponentially many ways. It is thus intractable to adjust the parameters to maximize the probability of the observed patterns. We describe a way of finessing this combinatorial explosion by maximizing an easily computed lower bound on the probability of the observations. Our method can be viewed as a form of hierarchical self-supervised learning that may relate to the function of bottom-up and top-down cortical processing pathways.

Actor-Critic Algorithms

by Vijay R. Konda, John N. Tsitsiklis - SIAM JOURNAL ON CONTROL AND OPTIMIZATION , 2001
"... In this paper, we propose and analyze a class of actor-critic algorithms. These are two-time-scale algorithms in which the critic uses temporal difference (TD) learning with a linearly parameterized approximation architecture, and the actor is updated in an approximate gradient direction based on in ..."
Abstract - Cited by 140 (1 self) - Add to MetaCart
In this paper, we propose and analyze a class of actor-critic algorithms. These are two-time-scale algorithms in which the critic uses temporal difference (TD) learning with a linearly parameterized 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 ideally span a subspace prescribed by the choice of parameterization of the actor. We study actorcritic algorithms for Markov decision processes with general state and action spaces. We state and prove two results regarding their convergence.

Infinite-horizon policy-gradient estimation

by Jonathan Baxter, Peter L. Bartlett - Journal of Artificial Intelligence Research , 2001
"... Gradient-based approaches to direct policy search in reinforcement learning have received much recent attention as a means to solve problems of partial observability and to avoid some of the problems associated with policy degradation in value-function methods. In this paper we introduce � � , a si ..."
Abstract - Cited by 119 (5 self) - Add to MetaCart
Gradient-based approaches to direct policy search in reinforcement learning have received much recent attention as a means to solve problems of partial observability and to avoid some of the problems associated with policy degradation in value-function methods. In this paper we introduce � � , a simulation-based algorithm for generating a biased estimate of the gradient of the average reward in Partially Observable Markov Decision Processes ( � s) controlled by parameterized stochastic policies. A similar algorithm was proposed by Kimura, Yamamura, and Kobayashi (1995). The algorithm’s chief advantages are that it requires storage of only twice the number of policy parameters, uses one free parameter � � (which has a natural interpretation in terms of bias-variance trade-off), and requires no knowledge of the underlying state. We prove convergence of � � , and show how the correct choice of the parameter is related to the mixing time of the controlled �. We briefly describe extensions of � � to controlled Markov chains, continuous state, observation and control spaces, multiple-agents, higher-order derivatives, and a version for training stochastic policies with internal states. In a companion paper (Baxter, Bartlett, & Weaver, 2001) we show how the gradient estimates generated by � � can be used in both a traditional stochastic gradient algorithm and a conjugate-gradient procedure to find local optima of the average reward. 1.

Learning to Cooperate via Policy Search

by Leonid Peshkin, Kee-eung Kim , 2000
"... Cooperative games are those in which both agents share the same payoff structure. Valuebased reinforcement-learning algorithms, such as variants of Q-learning, have been applied to learning cooperative games, but they only apply when the game state is completely observable to both agents. Poli ..."
Abstract - Cited by 114 (4 self) - Add to MetaCart
Cooperative games are those in which both agents share the same payoff structure. Valuebased reinforcement-learning algorithms, such as variants of Q-learning, have been applied to learning cooperative games, but they only apply when the game state is completely observable to both agents. Policy search methods are a reasonable alternative to value-based methods for partially observable environments. In this paper, we provide a gradient-based distributed policysearch method for cooperative games and compare the notion of local optimum to that of Nash equilibrium. We demonstrate the effectiveness of this method experimentally in a small, partially observable simulated soccer domain. 1 INTRODUCTION The interaction of decision makers who share an environment is traditionally studied in game theory and economics. The game theoretic formalism is very general, and analyzes the problem in terms of solution concepts such as Nash equilibrium [12], but usually works under the assu...

Approximate Planning in Large POMDPs via Reusable Trajectories

by Michael Kearns, Yishay Mansour , Andrew Y. Ng , 1999
"... We consider the problem of choosing a near-best strategy from a restricted class of strategies in a partially observable Markov decision process (POMDP). We assume we are given the ability to simulate the behavior of the POMDP, and we provide methods for generating simulated experience su cient to a ..."
Abstract - Cited by 97 (9 self) - Add to MetaCart
We consider the problem of choosing a near-best strategy from a restricted class of strategies in a partially observable Markov decision process (POMDP). We assume we are given the ability to simulate the behavior of the POMDP, and we provide methods for generating simulated experience su cient to accurately approximate the expected return of any strategy in the class. We prove upper bounds on the amount of simulated experience our methods must generate in order to achieve such uniform approximation. These bounds have no dependence on the size or complexity of the underlying POMDP, but depend only on the complexity of the restricted strategy class. The main challenge is in generating trajectories in the POMDP that can be reused, in the sense that they simultaneously provide estimates of the return of many strategies in the class. Our measure of strategy class complexity generalizes the classical notion of VC dimension, and our methods develop connections between problems of current interest in reinforcement learning and well-studied issues in the theory of supervised learning. We also discuss a number of practical planning algorithms for POMDPs that arise from our reusable trajectories.

Reinforcement learning for humanoid robotics

by Sethu Vijayakumar, Tomohiro Shibata, Stefan Schaal - Autonomous Robot , 2003
"... Abstract. The complexity of the kinematic and dynamic structure of humanoid robots make conventional analytical approaches to control increasingly unsuitable for such systems. Learning techniques offer a possible way to aid controller design if insufficient analytical knowledge is available, and lea ..."
Abstract - Cited by 69 (19 self) - Add to MetaCart
Abstract. The complexity of the kinematic and dynamic structure of humanoid robots make conventional analytical approaches to control increasingly unsuitable for such systems. Learning techniques offer a possible way to aid controller design if insufficient analytical knowledge is available, and learning approaches seem mandatory when humanoid systems are supposed to become completely autonomous. While recent research in neural networks and statistical learning has focused mostly on learning from finite data sets without stringent constraints on computational efficiency, learning for humanoid robots requires a different setting, characterized by the need for real-time learning performance from an essentially infinite stream of incrementally arriving data. This paper demonstrates how even high-dimensional learning problems of this kind can successfully be dealt with by techniques from nonparametric regression and locally weighted learning. As an example, we describe the application of one of the most advanced of such algorithms, Locally Weighted Projection Regression (LWPR), to the on-line learning of three problems in humanoid motor control: the learning of inverse dynamics models for model-based control, the learning of inverse kinematics of redundant manipulators, and the learning of oculomotor reflexes. All these examples demonstrate fast, i.e., within seconds or minutes, learning convergence with highly accurate final peformance. We conclude that real-time learning for complex motor system like humanoid robots is possible with appropriately tailored algorithms, such that increasingly autonomous robots with massive learning abilities should be achievable in the near future. 1.

Continual Learning In Reinforcement Environments

by Mark Bishop Ring , 1994
"... Continual learning is the constant development of complex behaviors with no final end in mind. It is the process of learning ever more complicated skills by building on those skills already developed. In order for learning at one stage of development to serve as the foundation for later learning, a ..."
Abstract - Cited by 63 (7 self) - Add to MetaCart
Continual learning is the constant development of complex behaviors with no final end in mind. It is the process of learning ever more complicated skills by building on those skills already developed. In order for learning at one stage of development to serve as the foundation for later learning, a continual-learning agent should learn hierarchically. CHILD, an agent capable of Continual, Hierarchical, Incremental Learning and Development is proposed, described, tested, and evaluated in this dissertation. CHILD accumulates useful behaviors in reinforcement environments by using the Temporal Transition Hierarchies learning algorithm, also derived in the dissertation. This constructive algorithm generates a hierarchical, higher-order neural network that can be used for predicting context-dependent temporal sequences and can learn sequential-task benchmarks more than two orders of magnitude faster than competing neural-network systems. Consequently, CHILD can quickly solve complicated non...

Approximate Solutions to Markov Decision Processes

by Geoffrey J. Gordon , 1999
"... One of the basic problems of machine learning is deciding how to act in an uncertain world. For example, if I want my robot to bring me a cup of coffee, it must be able to compute the correct sequence of electrical impulses to send to its motors to navigate from the coffee pot to my office. In fact, ..."
Abstract - Cited by 62 (9 self) - Add to MetaCart
One of the basic problems of machine learning is deciding how to act in an uncertain world. For example, if I want my robot to bring me a cup of coffee, it must be able to compute the correct sequence of electrical impulses to send to its motors to navigate from the coffee pot to my office. In fact, since the results of its actions are not completely predictable, it is not enough just to compute the correct sequence; instead the robot must sense and correct for deviations from its intended path. In order for any machine learner to act reasonably in an uncertain environment, it must solve problems like the above one quickly and reliably. Unfortunately, the world is often so complicated that it is difficult or impossible to find the optimal sequence of actions to achieve a given goal. So, in order to scale our learners up to real-world problems, we usually must settle for approximate solutions. One representation for a learner's environment and goals is a Markov decision process or MDP. ...
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