46 research outputs found

    Kernelizing LSPE λ

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    We propose the use of kernel-based methods as underlying function approximator in the least-squares based policy evaluation framework of LSPE(λ) and LSTD(λ). In particular we present the ‘kernelization’ of model-free LSPE(λ). The ‘kernelization’ is computationally made possible by using the subset of regressors approximation, which approximates the kernel using a vastly reduced number of basis functions. The core of our proposed solution is an efficient recursive implementation with automatic supervised selection of the relevant basis functions. The LSPE method is well-suited for optimistic policy iteration and can thus be used in the context of online reinforcement learning. We use the high-dimensional Octopus benchmark to demonstrate this

    Least-squares methods for policy iteration

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    Approximate reinforcement learning deals with the essential problem of applying reinforcement learning in large and continuous state-action spaces, by using function approximators to represent the solution. This chapter reviews least-squares methods for policy iteration, an important class of algorithms for approximate reinforcement learning. We discuss three techniques for solving the core, policy evaluation component of policy iteration, called: least-squares temporal difference, least-squares policy evaluation, and Bellman residual minimization. We introduce these techniques starting from their general mathematical principles and detailing them down to fully specified algorithms. We pay attention to online variants of policy iteration, and provide a numerical example highlighting the behavior of representative offline and online methods. For the policy evaluation component as well as for the overall resulting approximate policy iteration, we provide guarantees on the performance obtained asymptotically, as the number of samples processed and iterations executed grows to infinity. We also provide finite-sample results, which apply when a finite number of samples and iterations are considered. Finally, we outline several extensions and improvements to the techniques and methods reviewed

    Finite-Sample Analysis of Least-Squares Policy Iteration

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    International audienceIn this paper, we report a performance bound for the widely used least-squares policy iteration (LSPI) algorithm. We first consider the problem of policy evaluation in reinforcement learning, that is, learning the value function of a fixed policy, using the least-squares temporal-difference (LSTD) learning method, and report finite-sample analysis for this algorithm. To do so, we first derive a bound on the performance of the LSTD solution evaluated at the states generated by the Markov chain and used by the algorithm to learn an estimate of the value function. This result is general in the sense that no assumption is made on the existence of a stationary distribution for the Markov chain. We then derive generalization bounds in the case when the Markov chain possesses a stationary distribution and is ÎČ\beta-mixing. Finally, we analyze how the error at each policy evaluation step is propagated through the iterations of a policy iteration method, and derive a performance bound for the LSPI algorithm

    Improving the Practicality of Model-Based Reinforcement Learning: An Investigation into Scaling up Model-Based Methods in Online Settings

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    This thesis is a response to the current scarcity of practical model-based control algorithms in the reinforcement learning (RL) framework. As of yet there is no consensus on how best to integrate imperfect transition models into RL whilst mitigating policy improvement instabilities in online settings. Current state-of-the-art policy learning algorithms that surpass human performance often rely on model-free approaches that enjoy unmitigated sampling of transition data. Model-based RL (MBRL) instead attempts to distil experience into transition models that allow agents to plan new policies without needing to return to the environment and sample more data. The initial focus of this investigation is on kernel conditional mean embeddings (CMEs) (Song et al., 2009) deployed in an approximate policy iteration (API) algorithm (GrĂŒnewĂ€lder et al., 2012a). This existing MBRL algorithm boasts theoretically stable policy updates in continuous state and discrete action spaces. The Bellman operator’s value function and (transition) conditional expectation are modelled and embedded respectively as functions in a reproducing kernel Hilbert space (RKHS). The resulting finite-induced approximate pseudo-MDP (Yao et al., 2014a) can be solved exactly in a dynamic programming algorithm with policy improvement suboptimality guarantees. However model construction and policy planning scale cubically and quadratically respectively with the training set size, rendering the CME impractical for sampleabundant tasks in online settings. Three variants of CME API are investigated to strike a balance between stable policy updates and reduced computational complexity. The first variant models the value function and state-action representation explicitly in a parametric CME (PCME) algorithm with favourable computational complexity. However a soft conservative policy update technique is developed to mitigate policy learning oscillations in the planning process. The second variant returns to the non-parametric embedding and contributes (along with external work) to the compressed CME (CCME); a sparse and computationally more favourable CME. The final variant is a fully end-to-end differentiable embedding trained with stochastic gradient updates. The value function remains modelled in an RKHS such that backprop is driven by a non-parametric RKHS loss function. Actively compressed CME (ACCME) satisfies the pseudo-MDP contraction constraint using a sparse softmax activation function. The size of the pseudo-MDP (i.e. the size of the embedding’s last layer) is controlled by sparsifying the last layer weight matrix by extending the truncated gradient method (Langford et al., 2009) with group lasso updates in a novel ‘use it or lose it’ neuron pruning mechanism. Surprisingly this technique does not require extensive fine-tuning between control tasks

    Few-Shot Object Detection and Viewpoint Estimation for Objects in the Wild

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    Detecting objects and estimating their viewpoint in images are key tasks of 3D scene understanding. Recent approaches have achieved excellent results on very large benchmarks for object detection and viewpoint estimation. However, performances are still lagging behind for novel object categories with few samples. In this paper, we tackle the problems of few-shot object detection and few-shot viewpoint estimation. We propose a meta-learning framework that can be applied to both tasks, possibly including 3D data. Our models improve the results on objects of novel classes by leveraging on rich feature information originating from base classes with many samples. A simple joint feature embedding module is proposed to make the most of this feature sharing. Despite its simplicity, our method outperforms state-of-the-art methods by a large margin on a range of datasets, including PASCAL VOC and MS COCO for few-shot object detection, and Pascal3D+ and ObjectNet3D for few-shot viewpoint estimation. And for the first time, we tackle the combination of both few-shot tasks, on Object- Net3D, showing promising results. Our code and data are available at http://imagine.enpc.fr/~xiaoy/FSDetView/.Comment: Accepted as Poster at ECCV 2020, project website: http://imagine.enpc.fr/~xiaoy/FSDetView
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