7 research outputs found

    Feature reinforcement learning using looping suffix trees

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    There has recently been much interest in history-based methods using suffix trees to solve POMDPs. However, these suffix trees cannot efficiently represent environments that have long-term dependencies. We extend the recently introduced CTΦMDP algorithm to the space of looping suffix trees which have previously only been used in solving deterministic POMDPs. The resulting algorithm replicates results from CTΦMDP for environments with short term dependencies, while it outperforms LSTM-based methods on TMaze, a deep memory environment

    Value Driven Representation for Human-in-the-Loop Reinforcement Learning

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    Interactive adaptive systems powered by Reinforcement Learning (RL) have many potential applications, such as intelligent tutoring systems. In such systems there is typically an external human system designer that is creating, monitoring and modifying the interactive adaptive system, trying to improve its performance on the target outcomes. In this paper we focus on algorithmic foundation of how to help the system designer choose the set of sensors or features to define the observation space used by reinforcement learning agent. We present an algorithm, value driven representation (VDR), that can iteratively and adaptively augment the observation space of a reinforcement learning agent so that is sufficient to capture a (near) optimal policy. To do so we introduce a new method to optimistically estimate the value of a policy using offline simulated Monte Carlo rollouts. We evaluate the performance of our approach on standard RL benchmarks with simulated humans and demonstrate significant improvement over prior baselines

    Q-learning for history-based reinforcement learning

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    We extend the Q-learning algorithm from the Markov Decision Process setting to problems where observations are non-Markov and do not reveal the full state of the world i.e. to POMDPs. We do this in a natural manner by adding l0 regularisation to the pathwise squared Q-learning objective function and then optimise this over both a choice of map from history to states and the resulting MDP parameters. The optimisation procedure involves a stochastic search over the map class nested with classical Q-learning of the parameters. This algorithm fits perfectly into the feature reinforcement learning framework, which chooses maps based on a cost criteria. The cost criterion used so far for feature reinforcement learning has been model-based and aimed at predicting future states and rewards. Instead we directly predict the return, which is what is needed for choosing optimal actions. Our Q-learning criteria also lends itself immediately to a function approximation setting where features are chosen based on the history. This algorithm is somewhat similar to the recent line of work on lasso temporal difference learning which aims at finding a small feature set with which one can perform policy evaluation. The distinction is that we aim directly for learning the Q-function of the optimal policy and we use l0 instead of l1 regularisation. We perform an experimental evaluation on classical benchmark domains and find improvement in convergence speed as well as in economy of the state representation. We also compare against MC-AIXI on the large Pocman domain and achieve competitive performance in average reward. We use less than half the CPU time and 36 times less memory. Overall, our algorithm hQL provides a better combination of computational, memory and data efficiency than existing algorithms in this setting

    Reinforcement Learning in Robotic Task Domains with Deictic Descriptor Representation

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    In the field of reinforcement learning, robot task learning in a specific environment with a Markov decision process backdrop has seen much success. But, extending these results to learning a task for an environment domain has not been as fruitful, even for advanced methodologies such as relational reinforcement learning. In our research into robot learning in environment domains, we utilize a form of deictic representation for the robot’s description of the task environment. However, the non-Markovian nature of the deictic representation leads to perceptual aliasing and conflicting actions, invalidating standard reinforcement learning algorithms. To circumvent this difficulty, several past research studies have modified and extended the Q-learning algorithm to the deictic representation case with mixed results. Taking a different tact, we introduce a learning algorithm which searches deictic policy space directly, abandoning the indirect value based methods. We apply the policy learning algorithm to several different tasks in environment domains. The results compare favorably with value based learners and existing literature results

    Foundations of Trusted Autonomy

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    Trusted Autonomy; Automation Technology; Autonomous Systems; Self-Governance; Trusted Autonomous Systems; Design of Algorithms and Methodologie

    Generic Reinforcement Learning Beyond Small MDPs

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    Feature reinforcement learning (FRL) is a framework within which an agent can automatically reduce a complex environment to a Markov Decision Process (MDP) by finding a map which aggregates similar histories into the states of an MDP. The primary motivation behind this thesis is to build FRL agents that work in practice, both for larger environments and larger classes of environments. We focus on empirical work targeted at practitioners in the field of general reinforcement learning, with theoretical results wherever necessary. The current state-of-the-art in FRL uses suffix trees which have issues with large observation spaces and long-term dependencies. We start by addressing the issue of long-term dependency using a class of maps known as looping suffix trees, which have previously been used to represent deterministic POMDPs. We show the best existing results on the TMaze domain and good results on larger domains that require long-term memory. We introduce a new value-based cost function that can be evaluated model-free. The value- based cost allows for smaller representations, and its model-free nature allows for its extension to the function approximation setting, which has computational and representational advantages for large state spaces. We evaluate the performance of this new cost in both the tabular and function approximation settings on a variety of domains, and show performance better than the state-of-the-art algorithm MC-AIXI-CTW on the domain POCMAN. When the environment is very large, an FRL agent needs to explore systematically in order to find a good representation. However, it needs a good representation in order to perform this systematic exploration. We decouple both by considering a different setting, one where the agent has access to the value of any state-action pair from an oracle in a training phase. The agent must learn an approximate representation of the optimal value function. We formulate a regression-based solution based on online learning methods to build an such an agent. We test this agent on the Arcade Learning Environment using a simple class of linear function approximators. While we made progress on the issue of scalability, two major issues with the FRL framework remain: the need for a stochastic search method to minimise the objective function and the need to store an uncompressed history, both of which can be very computationally demanding

    Feature reinforcement learning in practice

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    Following a recent surge in using history-based methods for resolving perceptual aliasing in reinforcement learning, we introduce an algorithm based on the feature reinforcement learning framework called ΦMDP [13]. To create a practical algorithm we dev
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