250 research outputs found

    Reinforcement Learning via AIXI Approximation

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    This paper introduces a principled approach for the design of a scalable general reinforcement learning agent. This approach is based on a direct approximation of AIXI, a Bayesian optimality notion for general reinforcement learning agents. Previously, it has been unclear whether the theory of AIXI could motivate the design of practical algorithms. We answer this hitherto open question in the affirmative, by providing the first computationally feasible approximation to the AIXI agent. To develop our approximation, we introduce a Monte Carlo Tree Search algorithm along with an agent-specific extension of the Context Tree Weighting algorithm. Empirically, we present a set of encouraging results on a number of stochastic, unknown, and partially observable domains.Comment: 8 LaTeX pages, 1 figur

    Reinforcement Learning via AIXI Approximation

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    This paper introduces a principled approach for the design of a scalable general reinforcement learning agent. This approach is based on a direct approximation of AIXI, a Bayesian optimality notion for general reinforcement learning agents. Previously, it has been unclear whether the theory of AIXI could motivate the design of practical algorithms. We answer this hitherto open question in the affirmative, by providing the first computationally feasible approximation to the AIXI agent. To develop our approximation, we introduce a Monte Carlo Tree Search algorithm along with an agent-specific extension of the Context Tree Weighting algorithm. Empirically, we present a set of encouraging results on a number of stochastic, unknown, and partially observable domains

    Feature Reinforcement Learning: Part I: Unstructured MDPs

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    General-purpose, intelligent, learning agents cycle through sequences of observations, actions, and rewards that are complex, uncertain, unknown, and non-Markovian. On the other hand, reinforcement learning is well-developed for small finite state Markov decision processes (MDPs). Up to now, extracting the right state representations out of bare observations, that is, reducing the general agent setup to the MDP framework, is an art that involves significant effort by designers. The primary goal of this work is to automate the reduction process and thereby significantly expand the scope of many existing reinforcement learning algorithms and the agents that employ them. Before we can think of mechanizing this search for suitable MDPs, we need a formal objective criterion. The main contribution of this article is to develop such a criterion. I also integrate the various parts into one learning algorithm. Extensions to more realistic dynamic Bayesian networks are developed in Part II. The role of POMDPs is also considered there.Comment: 24 LaTeX pages, 5 diagram

    Universal Reinforcement Learning Algorithms: Survey and Experiments

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    Many state-of-the-art reinforcement learning (RL) algorithms typically assume that the environment is an ergodic Markov Decision Process (MDP). In contrast, the field of universal reinforcement learning (URL) is concerned with algorithms that make as few assumptions as possible about the environment. The universal Bayesian agent AIXI and a family of related URL algorithms have been developed in this setting. While numerous theoretical optimality results have been proven for these agents, there has been no empirical investigation of their behavior to date. We present a short and accessible survey of these URL algorithms under a unified notation and framework, along with results of some experiments that qualitatively illustrate some properties of the resulting policies, and their relative performance on partially-observable gridworld environments. We also present an open-source reference implementation of the algorithms which we hope will facilitate further understanding of, and experimentation with, these ideas.Comment: 8 pages, 6 figures, Twenty-sixth International Joint Conference on Artificial Intelligence (IJCAI-17

    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
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