25,128 research outputs found

    On Reward Structures of Markov Decision Processes

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    A Markov decision process can be parameterized by a transition kernel and a reward function. Both play essential roles in the study of reinforcement learning as evidenced by their presence in the Bellman equations. In our inquiry of various kinds of "costs" associated with reinforcement learning inspired by the demands in robotic applications, rewards are central to understanding the structure of a Markov decision process and reward-centric notions can elucidate important concepts in reinforcement learning. Specifically, we study the sample complexity of policy evaluation and develop a novel estimator with an instance-specific error bound of O~(Ï„sn)\tilde{O}(\sqrt{\frac{\tau_s}{n}}) for estimating a single state value. Under the online regret minimization setting, we refine the transition-based MDP constant, diameter, into a reward-based constant, maximum expected hitting cost, and with it, provide a theoretical explanation for how a well-known technique, potential-based reward shaping, could accelerate learning with expert knowledge. In an attempt to study safe reinforcement learning, we model hazardous environments with irrecoverability and proposed a quantitative notion of safe learning via reset efficiency. In this setting, we modify a classic algorithm to account for resets achieving promising preliminary numerical results. Lastly, for MDPs with multiple reward functions, we develop a planning algorithm that computationally efficiently finds Pareto-optimal stochastic policies.Comment: This PhD thesis draws heavily from arXiv:1907.02114 and arXiv:2002.06299; minor edit

    Automating Vehicles by Deep Reinforcement Learning using Task Separation with Hill Climbing

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    Within the context of autonomous driving a model-based reinforcement learning algorithm is proposed for the design of neural network-parameterized controllers. Classical model-based control methods, which include sampling- and lattice-based algorithms and model predictive control, suffer from the trade-off between model complexity and computational burden required for the online solution of expensive optimization or search problems at every short sampling time. To circumvent this trade-off, a 2-step procedure is motivated: first learning of a controller during offline training based on an arbitrarily complicated mathematical system model, before online fast feedforward evaluation of the trained controller. The contribution of this paper is the proposition of a simple gradient-free and model-based algorithm for deep reinforcement learning using task separation with hill climbing (TSHC). In particular, (i) simultaneous training on separate deterministic tasks with the purpose of encoding many motion primitives in a neural network, and (ii) the employment of maximally sparse rewards in combination with virtual velocity constraints (VVCs) in setpoint proximity are advocated.Comment: 10 pages, 6 figures, 1 tabl

    A new Potential-Based Reward Shaping for Reinforcement Learning Agent

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    Potential-based reward shaping (PBRS) is a particular category of machine learning methods which aims to improve the learning speed of a reinforcement learning agent by extracting and utilizing extra knowledge while performing a task. There are two steps in the process of transfer learning: extracting knowledge from previously learned tasks and transferring that knowledge to use it in a target task. The latter step is well discussed in the literature with various methods being proposed for it, while the former has been explored less. With this in mind, the type of knowledge that is transmitted is very important and can lead to considerable improvement. Among the literature of both the transfer learning and the potential-based reward shaping, a subject that has never been addressed is the knowledge gathered during the learning process itself. In this paper, we presented a novel potential-based reward shaping method that attempted to extract knowledge from the learning process. The proposed method extracts knowledge from episodes' cumulative rewards. The proposed method has been evaluated in the Arcade learning environment and the results indicate an improvement in the learning process in both the single-task and the multi-task reinforcement learner agents
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