8 research outputs found

    Compulsory Flow Q-Learning: an RL algorithm for robot navigation based on partial-policy and macro-states

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    Reinforcement Learning is carried out on-line, through trial-and-error interactions of the agent with the environment, which can be very time consuming when considering robots. In this paper we contribute a new learning algorithm, CFQ-Learning, which uses macro-states, a low-resolution discretisation of the state space, and a partial-policy to get around obstacles, both of them based on the complexity of the environment structure. The use of macro-states avoids convergence of algorithms, but can accelerate the learning process. In the other hand, partial-policies can guarantee that an agent fulfils its task, even through macro-state. Experiments show that the CFQ-Learning performs a good balance between policy quality and learning rate.Coordenacao de Aperfeicoamento de Pessoal de Nivel Superior (CAPES)GRICESFAPESPCNP

    Markov decision processes for ad network optimization

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    In this paper we examine a central problem in a particular advertising\ud scheme: we are concerned with matching marketing campaigns that produce\ud advertisements (“ads”), to impressions — where “impression” is a general term\ud for any space in the internet that can display an ad. In this paper we propose a\ud new take on the problem by resorting to planning techniques based on Markov\ud Decision Processes, and by resorting to plan generation techniques that have\ud been developed in the AI literature. We present a detailed formulation of the\ud Markov Decision Process approach and results of simulated experimentsAnna Helena Reali Costa and F ́ abio Gagliardi Cozman are partially supported by CNPq. Fl ́ avio Sales Truzzi is supported by CAPES. The work reported here has received sub- stantial support through FAPESP grant 2008/03995-5 and FAPESP grant 2011/19280-

    Speeding-up reinforcement learning through abstraction and transfer learning

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    We are interested in the following general question: is it pos-\ud sible to abstract knowledge that is generated while learning\ud the solution of a problem, so that this abstraction can ac-\ud celerate the learning process? Moreover, is it possible to\ud transfer and reuse the acquired abstract knowledge to ac-\ud celerate the learning process for future similar tasks? We\ud propose a framework for conducting simultaneously two lev-\ud els of reinforcement learning, where an abstract policy is\ud learned while learning of a concrete policy for the problem,\ud such that both policies are refined through exploration and\ud interaction of the agent with the environment. We explore\ud abstraction both to accelerate the learning process for an op-\ud timal concrete policy for the current problem, and to allow\ud the application of the generated abstract policy in learning\ud solutions for new problems. We report experiments in a\ud robot navigation environment that show our framework to\ud be effective in speeding up policy construction for practical\ud problems and in generating abstractions that can be used to\ud accelerate learning in new similar problems.This research was partially supported by FAPESP (2011/ 19280-8, 2012/02190-9, 2012/19627-0) and CNPq (311058/ 2011-6, 305395/2010-6

    AVALIAÇÃO DE POLÍTICAS ABSTRATAS NA TRANSFERÊNCIA DE CONHECIMENTO EM NAVEGAÇÃO ROBÓTICA

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    This paper presents a new approach to the problem of solving a new task by the use of previous knowledge acquired during the process of solving a similar task in the same domain, robot navigation. A new algorithm, Qab-Learning, is proposed to obtain the abstract policy that will guide the agent in the task of reaching a goal location from any other location in the environment, and this policy is compared to the policy derived from another  algorithm, ND-TILDE. The policies are applied in a number of different tasks in two environments. The  results show that the policies, even after the process of abstraction, present a positive impact on the performance of the agent. COMPARISON AND EVALUATION OF ABSTRACT POLICIES FOR TRANSFER LEARNING IN ROBOT NAVIGATION TASKSEste paper apresenta uma análise comparativa do desempenho de políticas abstratas na reutilização de conhecimento no domínio de navegação robótica. O algoritmo  Qab-Learning é proposto para a obtenção dessas políticas, que são então comparadas a poíticas abstratas geradas por um algoritmo presente na literatura, o ND-TILDE, na solução de diferentes tarefas de navegação robótica. O presente trabalho demonstra que essas políticas, mesmo após o processo de abstração, apresentam um impacto positivo no desempenho do agente

    Preference elicitation using evaluation over observed behaviours.

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    Recentemente, várias tarefas tem sido delegadas a sistemas computacionais, principalmente quando sistemas computacionais são mais confiáveis ou quando as tarefas não são adequadas para seres humanos. O uso de extração de preferências ajuda a realizar a delegação, permitindo que mesmo pessoas leigas possam programar facilmente um sistema computacional com suas preferências. As preferências de uma pessoa são obtidas por meio de respostas para questões específicas, que são formuladas pelo próprio sistema computacional. A pessoa age como um usuário do sistema computacional, enquanto este é visto como um agente que age no lugar da pessoa. A estrutura e contexto das questões são apontadas como fonte de variações das respostas do usuário, e tais variações podem impossibilitar a factibilidade da extração de preferências. Uma forma de evitar tais variações é questionar um usuário sobre a sua preferência entre dois comportamentos observados por ele. A questão de avaliar relativamente comportamentos observados é mais simples e transparente ao usuário, diminuindo as possíveis variações, mas pode não ser fácil para o agente interpretar tais avaliações. Se existem divergências entre as percepções do agente e do usuário, o agente pode ficar impossibilitado de aprender as preferências do usuário. As avaliações são geradas com base nas percepções do usuário, mas tudo que um agente pode fazer é relacionar tais avaliações às suas próprias percepções. Um outro problema é que questões, que são expostas ao usuário por meio de comportamentos demonstrados, são agora restritas pela dinâmica do ambiente e um comportamento não pode ser escolhido arbitrariamente. O comportamento deve ser factível e uma política de ação deve ser executada no ambiente para que um comportamento seja demonstrado. Enquanto o primeiro problema influencia a inferência de como o usuário avalia comportamentos, o segundo problema influencia quão rápido e acurado o processo de aprendizado pode ser feito. Esta tese propõe o problema de Extração de Preferências com base em Comportamentos Observados utilizando o arcabouço de Processos Markovianos de Decisão, desenvolvendo propriedades teóricas em tal arcabouço que viabilizam computacionalmente tal problema. O problema de diferentes percepções é analisado e soluções restritas são desenvolvidas. O problema de demonstração de comportamentos é analisado utilizando formulação de questões com base em políticas estacionárias e replanejamento de políticas, sendo implementados algoritmos com ambas soluções para resolver a extração de preferências em um cenário sob condições restritas.Recently, computer systems have been delegated to accomplish a variety of tasks, when the computer system can be more reliable or when the task is not suitable or not recommended for a human being. The use of preference elicitation in computational systems helps to improve such delegation, enabling lay people to program easily a computer system with their own preference. The preference of a person is elicited through his answers to specific questions, that the computer system formulates by itself. The person acts as an user of the computer system, whereas the computer system can be seen as an agent that acts in place of the person. The structure and context of the questions have been pointed as sources of variance regarding the users answers, and such variance can jeopardize the feasibility of preference elicitation. An attempt to avoid such variance is asking an user to choose between two behaviours that were observed by himself. Evaluating relatively observed behaviours turn questions more transparent and simpler for the user, decreasing the variance effect, but it might not be easier interpreting such evaluations. If divergences between agents and users perceptions occur, the agent may not be able to learn the users preference. Evaluations are generated regarding users perception, but all an agent can do is to relate such evaluation to his own perception. Another issue is that questions, which are exposed to the user through behaviours, are now constrained by the environment dynamics and a behaviour cannot be chosen arbitrarily, but the behaviour must be feasible and a policy must be executed in order to achieve a behaviour. Whereas the first issue influences the inference regarding users evaluation, the second problem influences how fast and accurate the learning process can be made. This thesis proposes the problem of Preference Elicitation under Evaluations over Observed Behaviours using the Markov Decision Process framework and theoretic properties in such framework are developed in order to turn such problem computationally feasible. The problem o different perceptions is analysed and constraint solutions are developed. The problem of demonstrating a behaviour is considered under the formulation of question based on stationary policies and non-stationary policies. Both type of questions was implemented and tested to solve the preference elicitation in a scenario with constraint conditions

    Políticas Educacionais e Pesquisas Acadêmicas sobre Dança na Escola no Brasil: um movimento em rede

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    Transfer Learning for Multiagent Reinforcement Learning Systems

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