16 research outputs found

    Extreme State Aggregation Beyond MDPs

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    We consider a Reinforcement Learning setup where an agent interacts with an environment in observation-reward-action cycles without any (esp.\ MDP) assumptions on the environment. State aggregation and more generally feature reinforcement learning is concerned with mapping histories/raw-states to reduced/aggregated states. The idea behind both is that the resulting reduced process (approximately) forms a small stationary finite-state MDP, which can then be efficiently solved or learnt. We considerably generalize existing aggregation results by showing that even if the reduced process is not an MDP, the (q-)value functions and (optimal) policies of an associated MDP with same state-space size solve the original problem, as long as the solution can approximately be represented as a function of the reduced states. This implies an upper bound on the required state space size that holds uniformly for all RL problems. It may also explain why RL algorithms designed for MDPs sometimes perform well beyond MDPs.Comment: 28 LaTeX pages. 8 Theorem

    Self-Modification of Policy and Utility Function in Rational Agents

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    Any agent that is part of the environment it interacts with and has versatile actuators (such as arms and fingers), will in principle have the ability to self-modify -- for example by changing its own source code. As we continue to create more and more intelligent agents, chances increase that they will learn about this ability. The question is: will they want to use it? For example, highly intelligent systems may find ways to change their goals to something more easily achievable, thereby `escaping' the control of their designers. In an important paper, Omohundro (2008) argued that goal preservation is a fundamental drive of any intelligent system, since a goal is more likely to be achieved if future versions of the agent strive towards the same goal. In this paper, we formalise this argument in general reinforcement learning, and explore situations where it fails. Our conclusion is that the self-modification possibility is harmless if and only if the value function of the agent anticipates the consequences of self-modifications and use the current utility function when evaluating the future.Comment: Artificial General Intelligence (AGI) 201

    On overfitting and asymptotic bias in batch reinforcement learning with partial observability

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    This paper provides an analysis of the tradeoff between asymptotic bias (suboptimality with unlimited data) and overfitting (additional suboptimality due to limited data) in the context of reinforcement learning with partial observability. Our theoretical analysis formally characterizes that while potentially increasing the asymptotic bias, a smaller state representation decreases the risk of overfitting. This analysis relies on expressing the quality of a state representation by bounding L1 error terms of the associated belief states. Theoretical results are empirically illustrated when the state representation is a truncated history of observations, both on synthetic POMDPs and on a large-scale POMDP in the context of smartgrids, with real-world data. Finally, similarly to known results in the fully observable setting, we also briefly discuss and empirically illustrate how using function approximators and adapting the discount factor may enhance the tradeoff between asymptotic bias and overfitting in the partially observable context.Comment: Accepted at the Journal of Artificial Intelligence Research (JAIR) - 31 page

    On learning history based policies for controlling Markov decision processes

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    Reinforcementlearning(RL)folkloresuggeststhathistory-basedfunctionapproximationmethods,suchas recurrent neural nets or history-based state abstraction, perform better than their memory-less counterparts, due to the fact that function approximation in Markov decision processes (MDP) can be viewed as inducing a Partially observable MDP. However, there has been little formal analysis of such history-based algorithms, as most existing frameworks focus exclusively on memory-less features. In this paper, we introduce a theoretical framework for studying the behaviour of RL algorithms that learn to control an MDP using history-based feature abstraction mappings. Furthermore, we use this framework to design a practical RL algorithm and we numerically evaluate its effectiveness on a set of continuous control tasks

    Explainable reinforcement learning for broad-XAI: a conceptual framework and survey

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    Broad-XAI moves away from interpreting individual decisions based on a single datum and aims to provide integrated explanations from multiple machine learning algorithms into a coherent explanation of an agent’s behaviour that is aligned to the communication needs of the explainee. Reinforcement Learning (RL) methods, we propose, provide a potential backbone for the cognitive model required for the development of Broad-XAI. RL represents a suite of approaches that have had increasing success in solving a range of sequential decision-making problems. However, these algorithms operate as black-box problem solvers, where they obfuscate their decision-making policy through a complex array of values and functions. EXplainable RL (XRL) aims to develop techniques to extract concepts from the agent’s: perception of the environment; intrinsic/extrinsic motivations/beliefs; Q-values, goals and objectives. This paper aims to introduce the Causal XRL Framework (CXF), that unifies the current XRL research and uses RL as a backbone to the development of Broad-XAI. CXF is designed to incorporate many standard RL extensions and integrated with external ontologies and communication facilities so that the agent can answer questions that explain outcomes its decisions. This paper aims to: establish XRL as a distinct branch of XAI; introduce a conceptual framework for XRL; review existing approaches explaining agent behaviour; and identify opportunities for future research. Finally, this paper discusses how additional information can be extracted and ultimately integrated into models of communication, facilitating the development of Broad-XAI. © 2023, The Author(s)

    Model-based reinforcement learning and navigation in animals and machines

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    For decades, neuroscientists and psychologists have observed that animal performance on spatial navigation tasks suggests an internal learned map of the environment. More recently, map-based (or model-based) reinforcement learning has become a highly active research area in machine learning. With a learned model of their environment, both animals and artificial agents can generalize between tasks and learn rapidly. In this thesis, I present approaches for developing efficient model--based behaviour in machines and explaining model--based behaviour in animals. From a neuroscience perspective, I focus on the hippocampus, believed to be a major substrate of model-based behaviour in the brain. I consider how hippocampal connectivity enable path--finding between different locations in an environment. The model describes how environments with boundaries and barriers can be represented in recurrent neural networks (i.e. attractor networks), and how the transient activity in these networks, after being stimulated with a goal location, could be used for determining a path to the goal. I also propose how the connectivity of these map--like networks can be learned from the spatial firing patterns observed in the input pathway to the hippocampus (i.e. grid cells and border cells). From a machine learning perspective, I describe a reinforcement learning model that integrates model-based methods and "episodic control", an approach to reinforcement learning based on episodic memory. According to episodic control, the agent learns how to act in the environment by storing snapshot-like memories of its observations, then comparing its current observations to similar snapshot memories where it took an action that resulted in high reward. In our approach, the agent augments these real-world memories with episodes simulated offline using a learned model of the environment. These ``simulated memories'' allow the agent to adapt faster when the reward locations change. Next, I describe Variational State Tabulation (VaST), a model--based method for learning quickly with continuous and high-dimensional observations (like those found in 3D navigation tasks). The VaST agent learns to map its observations to a limited number of discrete abstract states, and build a transition model over those abstract states. The long--term values of different actions in each state are updated continuously and efficiently in the background as the agent explores the environment. I show how the VaST agent can learn faster than other state-of-the-art algorithms, even changing its policy after a single new experience, and how it can respond quickly to changing rewards in complex 3D environments. The models I present allow the agent to rapidly adapt to changing goals and rewards, a key component of intelligence. They use a combination of features attributed to model-based and episodic controllers, suggesting that the division between the two fields is not strict. I therefore also consider the consequences of these findings on theories of model-based learning, episodic control and hippocampal function
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