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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...
Between MDPs and Semi-MDPs: A Framework for Temporal Abstraction in Reinforcement Learning
- Artificial Intelligence
, 1999
"... Learning, planning, and representing knowledge at multiple levels of temporal abstraction are key, longstanding challenges for AI. In this paper we consider how these challenges can be addressed within the mathematical framework of reinforcement learning and Markov decision processes (MDPs). We ..."
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Cited by 342 (22 self)
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Learning, planning, and representing knowledge at multiple levels of temporal abstraction are key, longstanding challenges for AI. In this paper we consider how these challenges can be addressed within the mathematical framework of reinforcement learning and Markov decision processes (MDPs). We extend the usual notion of action in this framework to include options---closed-loop policies for taking action over a period of time. Examples of options include picking up an object, going to lunch, and traveling to a distant city, as well as primitive actions such as muscle twitches and joint torques. Overall, we show that options enable temporally abstract knowledge and action to be included in the reinforcement learning framework in a natural and general way. In particular, we show that options may be used interchangeably with primitive actions in planning methods such as dynamic programming and in learning methods such as Q-learning.
Searching in Metric Spaces
, 1999
"... The problem of searching the elements of a set which are close to a given query element under some similarity criterion has a vast number of applications in many branches of computer science, from pattern recognition to textual and multimedia information retrieval. We are interested in the rather ge ..."
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Cited by 285 (34 self)
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The problem of searching the elements of a set which are close to a given query element under some similarity criterion has a vast number of applications in many branches of computer science, from pattern recognition to textual and multimedia information retrieval. We are interested in the rather general case where the similarity criterion defines a metric space, instead of the more restricted case of a vector space. A large number of solutions have been proposed in different areas, in many cases without cross-knowledge. Because of this, the same ideas have been reinvented several times, and very different presentations have been given for the same approaches. We
Policy Gradient Methods for Reinforcement Learning with Function Approximation
, 1999
"... Function approximation is essential to reinforcement learning, but the standard approach of approximating a value function and determining a policy from it has so far proven theoretically intractable. In this paper we explore an alternative approach in which the policy is explicitly represented by i ..."
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Cited by 262 (13 self)
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Function approximation is essential to reinforcement learning, but the standard approach of approximating a value function and determining a policy from it has so far proven theoretically intractable. In this paper we explore an alternative approach in which the policy is explicitly represented by its own function approximator, independent of the value function, and is updated according to the gradient of expected reward with respect to the policy parameters. Williams’s REINFORCE method and actor–critic methods are examples of this approach. Our main new result is to show that the gradient can be written in a form suitable for estimation from experience aided by an approximate action-value or advantage function. Using this result, we prove for the first time that a version of policy iteration with arbitrary differentiable function approximation is convergent to a locally optimal policy.
Ant algorithms for discrete optimization
- ARTIFICIAL LIFE
, 1999
"... This article presents an overview of recent work on ant algorithms, that is, algorithms for discrete optimization that took inspiration from the observation of ant colonies’ foraging behavior, and introduces the ant colony optimization (ACO) metaheuristic. In the first part of the article the basic ..."
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Cited by 254 (40 self)
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This article presents an overview of recent work on ant algorithms, that is, algorithms for discrete optimization that took inspiration from the observation of ant colonies’ foraging behavior, and introduces the ant colony optimization (ACO) metaheuristic. In the first part of the article the basic biological findings on real ants are reviewed and their artificial counterparts as well as the ACO metaheuristic are defined. In the second part of the article a number of applications of ACO algorithms to combinatorial optimization and routing in communications networks are described. We conclude with a discussion of related work and of some of the most important aspects of the ACO metaheuristic.
Multiagent Reinforcement Learning: Theoretical Framework and an Algorithm
, 1998
"... In this paper, we adopt general-sum stochastic games as a framework for multiagent reinforcement learning. Our work extends previous work by Littman on zero-sum stochastic games to a broader framework. We design a multiagent Q-learning method under this framework, and prove that it converges to a Na ..."
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Cited by 237 (4 self)
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In this paper, we adopt general-sum stochastic games as a framework for multiagent reinforcement learning. Our work extends previous work by Littman on zero-sum stochastic games to a broader framework. We design a multiagent Q-learning method under this framework, and prove that it converges to a Nash equilibrium under specified conditions. This algorithm is useful for finding the optimal strategy when there exists a unique Nash equilibrium in the game. When there exist multiple Nash equilibria in the game, this algorithm should be combined with other learning techniques to find optimal strategies.
Experiences with an Interactive Museum Tour-Guide Robot
, 1998
"... This article describes the software architecture of an autonomous, interactive tour-guide robot. It presents a modular and distributed software architecture, which integrates localization, mapping, collision avoidance, planning, and various modules concerned with user interaction and Web-based telep ..."
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Cited by 217 (63 self)
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This article describes the software architecture of an autonomous, interactive tour-guide robot. It presents a modular and distributed software architecture, which integrates localization, mapping, collision avoidance, planning, and various modules concerned with user interaction and Web-based telepresence. At its heart, the software approach relies on probabilistic computation, on-line learning, and any-time algorithms. It enables robots to operate safely, reliably, and at high speeds in highly dynamic environments, and does not require any modifications of the environment to aid the robot's operation. Special emphasis is placed on the design of interactive capabilities that appeal to people's intuition. The interface provides new means for human-robot interaction with crowds of people in public places, and it also provides people all around the world with the ability to establish a "virtual telepresence" using the Web. To illustrate our approach, results are reported obtained in mid-...
Least-Squares Policy Iteration
- Journal of Machine Learning Research
, 2003
"... We propose a new approach to reinforcement learning for control problems which combines value-function approximation with linear architectures and approximate policy iteration. ..."
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Cited by 214 (6 self)
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We propose a new approach to reinforcement learning for control problems which combines value-function approximation with linear architectures and approximate policy iteration.
Finite-time Analysis of the Multi-armed Bandit Problem
, 2000
"... Reinforcement learning policies face the exploration versus exploitation dilemma, i.e. the search for a balance between exploring the environment to nd pro table actions while taking the empirically best action as often as possible. A popular measure of a policy's success in addressing this di ..."
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Cited by 199 (4 self)
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Reinforcement learning policies face the exploration versus exploitation dilemma, i.e. the search for a balance between exploring the environment to nd pro table actions while taking the empirically best action as often as possible. A popular measure of a policy's success in addressing this dilemma is the regret, that is the loss due to the fact that the globally optimal policy is not followed all the times. One of the simplest examples of the exploration/exploitation dilemma is the multi-armed bandit problem.
R-MAX - A General Polynomial Time Algorithm for Near-Optimal Reinforcement Learning
, 2001
"... R-max is a very simple model-based reinforcement learning algorithm which can attain near-optimal average reward in polynomial time. In R-max, the agent always maintains a complete, but possibly inaccurate model of its environment and acts based on the optimal policy derived from this model. The mod ..."
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Cited by 176 (9 self)
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R-max is a very simple model-based reinforcement learning algorithm which can attain near-optimal average reward in polynomial time. In R-max, the agent always maintains a complete, but possibly inaccurate model of its environment and acts based on the optimal policy derived from this model. The model is initialized in an optimistic fashion: all actions in all states return the maximal possible reward (hence the name). During execution, it is updated based on the agent's observations. R-max improves upon several previous algorithms: (1) It is simpler and more general than Kearns and Singh's E algorithm, covering zero-sum stochastic games. (2) It has a built-in mechanism for resolving the exploration vs...

