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Andrew Barto

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26 papers
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26

RLDM Conference 2013 Conference Abstract

Optimal Task Decomposition

  • Alec Solway
  • Natalia Cordova
  • Debbie Yee
  • Andrew Barto
  • Yael Niv
  • Matthew Botvinick

Reinforcement learning has provided a rich framework for understanding the computational sub- strates underlying human decision making. Most work has so far has focused on simple decision problems with small state spaces. More recently researchers have begun applying ideas from hierarchical reinforce- ment learning, and the options framework in particular, to address how human decision making may scale. This framework specifies how the computational complexity associated with both learning and planning in high-dimensional state spaces may be reduced through the use of temporal abstraction. In addition to primitive actions that lead to transitions between adjacent states, the agent can execute options that lead to transitions between distant states. While there is now evidence that humans make use of options, it is unclear how they come to select which options are useful in the first place. We present option selection as a Bayesian model comparison problem and show that the options people select are those corresponding to the maximal model evidence.

RLDM Conference 2013 Conference Abstract

Performance Metrics for Reinforcement Learning Algorithms

  • William Dabney
  • Philip Thomas
  • Andrew Barto

Due to the continued growth of the field of reinforcement learning (RL), the number of RL al- gorithms has increased to the point where an individual researcher cannot experiment with all of them. To facilitate the decision of which algorithms to invest time in, we, as a field, need methods that thoroughly and accurately describe the performance of algorithms. Two approaches for evaluating RL algorithms are commonly used, neither of which fully accomplishes these goals. The first approach is to manually test each algorithm with a collection of parameter values and report the best results found. This can introduce an unintended bias in an algorithm’s favor because researchers have more insight when selecting parameter values for methods with which they are familiar. The second approach is to perform a large parameter opti- mization for each algorithm and to report the best results found. This approach does not accurately capture the difficulty of finding good parameter values. The fundamental problem with both approaches is that the robustness of the algorithm to its parameter values is ignored. In the first approach this results in biased evaluations. On the other hand, in the second approach it causes only the combination of the RL algorithm and parameter optimization to be evaluated, which allows the parameter optimization to compensate for weaknesses in the RL algorithm. By this standard, directly searching for fixed policies in the parameter op- timization will yield the best algorithm possible. We propose a performance metric for RL algorithms that tells a much larger part of the story of an algorithm’s performance and robustness to its parameter values. It allows us as RL researchers to be better informed about the performance of our algorithms, and to report results that are also more informative to our audiences. The key insight is to measure performance in terms of expected percentage of fixed, deterministic policies that the algorithm outperforms.

AAAI Conference 2012 Conference Paper

Adaptive Step-Size for Online Temporal Difference Learning

  • William Dabney
  • Andrew Barto

The step-size, often denoted as α, is a key parameter for most incremental learning algorithms. Its importance is especially pronounced when performing online temporal difference (TD) learning with function approximation. Several methods have been developed to adapt the step-size online. These range from straightforward back-off strategies to adaptive algorithms based on gradient descent. We derive an adaptive upper bound on the step-size parameter to guarantee that online TD learning with linear function approximation will not diverge. We then empirically evaluate algorithms using this upper bound as a heuristic for adapting the stepsize parameter online. We compare performance with related work including HL(λ) and Autostep. Our results show that this adaptive upper bound heuristic out-performs all existing methods without requiring any meta-parameters. This effectively eliminates the need to tune the learning rate of temporal difference learning with linear function approximation.

AAAI Conference 2012 Conference Paper

TD-DeltaPi: A Model-Free Algorithm for Efficient Exploration

  • Bruno da Silva
  • Andrew Barto

We study the problem of finding efficient exploration policies for the case in which an agent is momentarily not concerned with exploiting, and instead tries to compute a policy for later use. We first formally define the Optimal Exploration Problem as one of sequential sampling and show that its solutions correspond to paths of minimum expected length in the space of policies. We derive a model-free, local linear approximation to such solutions and use it to construct efficient exploration policies. We compare our model-free approach to other exploration techniques, including one with the best known PAC bounds, and show that ours is both based on a well-defined optimization problem and empirically efficient.

JMLR Journal 2012 Journal Article

Transfer in Reinforcement Learning via Shared Features

  • George Konidaris
  • Ilya Scheidwasser
  • Andrew Barto

We present a framework for transfer in reinforcement learning based on the idea that related tasks share some common features, and that transfer can be achieved via those shared features. The framework attempts to capture the notion of tasks that are related but distinct, and provides some insight into when transfer can be usefully applied to a problem sequence and when it cannot. We apply the framework to the knowledge transfer problem, and show that an agent can learn a portable shaping function from experience in a sequence of tasks to significantly improve performance in a later related task, even given a very brief training period. We also apply the framework to skill transfer, to show that agents can learn portable skills across a sequence of tasks that significantly improve performance on later related tasks, approaching the performance of agents given perfectly learned problem-specific skills. [abs] [ pdf ][ bib ] &copy JMLR 2012. ( edit, beta )

AAAI Conference 2011 Conference Paper

Autonomous Skill Acquisition on a Mobile Manipulator

  • George Konidaris
  • Scott Kuindersma
  • Roderic Grupen
  • Andrew Barto

We describe a robot system that autonomously acquires skills through interaction with its environment. The robot learns to sequence the execution of a set of innate controllers to solve a task, extracts and retains components of that solution as portable skills, and then transfers those skills to reduce the time required to learn to solve a second task.

NeurIPS Conference 2011 Conference Paper

Clustering via Dirichlet Process Mixture Models for Portable Skill Discovery

  • Scott Niekum
  • Andrew Barto

Skill discovery algorithms in reinforcement learning typically identify single states or regions in state space that correspond to task-specific subgoals. However, such methods do not directly address the question of how many distinct skills are appropriate for solving the tasks that the agent faces. This can be highly inefficient when many identified subgoals correspond to the same underlying skill, but are all used individually as skill goals. Furthermore, skills created in this manner are often only transferable to tasks that share identical state spaces, since corresponding subgoals across tasks are not merged into a single skill goal. We show that these problems can be overcome by clustering subgoal data defined in an agent-space and using the resulting clusters as templates for skill termination conditions. Clustering via a Dirichlet process mixture model is used to discover a minimal, sufficient collection of portable skills.

NeurIPS Conference 2010 Conference Paper

Constructing Skill Trees for Reinforcement Learning Agents from Demonstration Trajectories

  • George Konidaris
  • Scott Kuindersma
  • Roderic Grupen
  • Andrew Barto

We introduce CST, an algorithm for constructing skill trees from demonstration trajectories in continuous reinforcement learning domains. CST uses a changepoint detection method to segment each trajectory into a skill chain by detecting a change of appropriate abstraction, or that a segment is too complex to model as a single skill. The skill chains from each trajectory are then merged to form a skill tree. We demonstrate that CST constructs an appropriate skill tree that can be further refined through learning in a challenging continuous domain, and that it can be used to segment demonstration trajectories on a mobile manipulator into chains of skills where each skill is assigned an appropriate abstraction.

IJCAI Conference 2009 Conference Paper

  • George Konidaris
  • Andrew Barto

We present an algorithm for selecting an appropriate abstraction when learning a new skill. We show empirically that it can consistently select an appropriate abstraction using very little sample data, and that it significantly improves skill learning performance in a reasonably large real-valued reinforcement learning domain.

NeurIPS Conference 2008 Conference Paper

Skill Characterization Based on Betweenness

  • Özgür Şimşek
  • Andrew Barto

We present a characterization of a useful class of skills based on a graphical representation of an agent's interaction with its environment. Our characterization uses betweenness, a measure of centrality on graphs. It may be used directly to form a set of skills suitable for a given environment. More importantly, it serves as a useful guide for developing online, incremental skill discovery algorithms that do not rely on knowing or representing the environment graph in its entirety.

JMLR Journal 2006 Journal Article

Causal Graph Based Decomposition of Factored MDPs

  • Anders Jonsson
  • Andrew Barto

We present Variable Influence Structure Analysis, or VISA, an algorithm that performs hierarchical decomposition of factored Markov decision processes. VISA uses a dynamic Bayesian network model of actions, and constructs a causal graph that captures relationships between state variables. In tasks with sparse causal graphs VISA exploits structure by introducing activities that cause the values of state variables to change. The result is a hierarchy of activities that together represent a solution to the original task. VISA performs state abstraction for each activity by ignoring irrelevant state variables and lower-level activities. In addition, we describe an algorithm for constructing compact models of the activities introduced. State abstraction and compact activity models enable VISA to apply efficient algorithms to solve the stand-alone subtask associated with each activity. Experimental results show that the decomposition introduced by VISA can significantly accelerate construction of an optimal, or near-optimal, policy. [abs] [ pdf ][ bib ] &copy JMLR 2006. ( edit, beta )

NeurIPS Conference 2004 Conference Paper

Intrinsically Motivated Reinforcement Learning

  • Nuttapong Chentanez
  • Andrew Barto
  • Satinder Singh

Psychologists call behavior intrinsically motivated when it is engaged in for its own sake rather than as a step toward solving a specific problem of clear practical value. But what we learn during intrinsically motivated behavior is essential for our development as competent autonomous en- tities able to efficiently solve a wide range of practical problems as they arise. In this paper we present initial results from a computational study of intrinsically motivated reinforcement learning aimed at allowing arti- ficial agents to construct and extend hierarchies of reusable skills that are needed for competent autonomy. 1 Introduction Psychologists distinguish between extrinsic motivation, which means being moved to do something because of some specific rewarding outcome, and intrinsic motivation, which refers to being moved to do something because it is inherently enjoyable. Intrinsic motiva- tion leads organisms to engage in exploration, play, and other behavior driven by curiosity in the absence of explicit reward. These activities favor the development of broad com- petence rather than being directed to more externally-directed goals (e. g. , ref. [14]). In contrast, machine learning algorithms are typically applied to single problems and so do not cope flexibly with new problems as they arise over extended periods of time. Although the acquisition of competence may not be driven by specific problems, this com- petence is routinely enlisted to solve many different specific problems over the agent's lifetime. The skills making up general competence act as the "building blocks" out of which an agent can form solutions to new problems as they arise. Instead of facing each new challenge by trying to create a solution out of low-level primitives, it can focus on combining and adjusting its higher-level skills. In animals, this greatly increases the effi- ciency of learning to solve new problems, and our main objective is to achieve a similar efficiency in our machine learning algorithms and architectures. This paper presents an elaboration of the reinforcement learning (RL) framework [11] that encompasses the autonomous development of skill hierarchies through intrinsically mo- tivated reinforcement learning. We illustrate its ability to allow an agent to learn broad competence in a simple "playroom" environment. In a related paper [1], we provide more extensive background for this approach, whereas here the focus is more on algorithmic details. Lack of space prevents us from providing a comprehensive background to the many ideas to which our approach is connected. Many researchers have argued for this kind of devel- opmental approach in which an agent undergoes an extended developmental period dur- ing which collections of reusable skills are autonomously learned that will be useful for a wide range of later challenges (e. g. , [4, 13]). The previous machine learning research most closely related is that of Schmidhuber (e. g. , [8]) on confidence-based curiosity and the ideas of exploration and shaping bonuses [6, 10], although our definition of intrinsic re- ward differs from these. The most direct inspiration behind the experiment reported in this paper, comes from neuroscience. The neuromodulator dopamine has long been associated with reward learning [9]. Recent studies [2, 3] have focused on the idea that dopamine not only plays a critical role in the extrinsic motivational control of behaviors aimed at harvest- ing explicit rewards, but also in the intrinsic motivational control of behaviors associated with novelty and exploration. For instance, salient, novel sensory stimuli inspire the same sort of phasic activity of dopamine cells as unpredicted rewards. However, this activation extinguishes more or less quickly as the stimuli become familiar. This may underlie the fact that novelty itself has rewarding characteristics [7]. These connections are key components of our approach to intrinsically motivated RL. 2 Reinforcement Learning of Skills According to the "standard" view of RL (e. g. , [11]) the agent-environment interaction is envisioned as the interaction between a controller (the agent) and the controlled system (the environment), with a specialized reward signal coming from a "critic" in the environment that evaluates (usually with a scalar reward value) the agent's behavior (Fig. 1A). The agent learns to improve its skill in controlling the environment in the sense of learning how to increase the total amount of reward it receives over time from the critic. External Environment Environment Actions Sensations Critic Internal Environment Critic Rewards Actions States Rewards Decisions States Agent Agent "Organism" A B Figure 1: Agent-Environment Interaction in RL. A: The usual view. B: An elaboration. Sutton and Barto [11] point out that one should not identify this RL agent with an entire animal or robot. An an animal's reward signals are determined by processes within its brain that monitor not only external state but also the animal's internal state. The critic is in an animal's head. Fig. 1B makes this more explicit by "factoring" the environment of Fig. 1A into an external environment and an internal environment, the latter of which contains the critic which determines primary reward. This scheme still includes cases in which reward is essentially an external stimulus (e. g. , a pat on the head or a word of praise). These are simply stimuli transduced by the internal environment so as to generate the appropriate level of primary reward. The usual practice in applying RL algorithms is to formulate the problem one wants the agent to learn how to solve (e. g. , win at backgammon) and define a reward function spe- cially tailored for this problem (e. g. , reward = 1 on a win, reward = 0 on a loss). Sometimes considerable ingenuity is required to craft an appropriate reward function. The point of departure for our approach is to note that the internal environment contains, among other things, the organism's motivational system, which needs to be a sophisticated system that should not have to be redesigned for different problems. Handcrafting a different special- purpose motivational system (as in the usual RL practice) should be largely unnecessary. Skills--Autonomous mental development should result in a collection of reusable skills. But what do we mean by a skill? Our approach to skills builds on the theory of options [12]. Briefly, an option is something like a subroutine. It consists of 1) an option policy that directs the agent's behavior for a subset of the environment states, 2) an initiation set con- sisting of all the states in which the option can be initiated, and 3) a termination condition, which specifies the conditions under which the option terminates. It is important to note that an option is not a sequence of actions; it is a closed-loop control rule, meaning that it is responsive to on-going state changes. Furthermore, because options can invoke other options as actions, hierarchical skills and algorithms for learning them naturally emerge from the conception of skills as options. Theoretically, when options are added to the set of admissible agent actions, the usual Markov decision process (MDP) formulation of RL extends to semi-Markov decision processes (SMDPs), with the one-step actions now be- coming the "primitive actions. " All of the theory and algorithms applicable to SMDPs can be appropriated for decision making and learning with options [12]. Two components of the the options framework are especially important for our approach: 1. Option Models: An option model is a probabilistic description of the effects of executing an option. As a function of an environment state where the option is initiated, it gives the probability with which the option will terminate at any other state, and it gives the total amount of reward expected over the option's execution. Option models can be learned from experience (usually only approximately) using standard methods. Option models allow stochastic planning methods to be extended to handle planning at higher levels of abstraction. 2. Intra-option Learning Methods: These methods allow the policies of many options to be updated simultaneously during an agent's interaction with the environment. If an option could have produced a primitive action in a given state, its policy can be updated on the basis of the observed consequences even though it was not directing the agent's behavior at the time. In most of the work with options, the set of options must be provided by the system designer. While an option's policy can be improved through learning, each option has to be prede- fined by providing its initiation set, termination condition, and the reward function that evaluates its performance. Many researchers have recognized the desirability of automati- cally creating options, and several approaches have recently been proposed (e. g. , [5]). For the most part, these methods extract options from the learning system's attempts to solve a particular problem, whereas our approach creates options outside of the context of solving any particular problem. Developing Hierarchical Collections of Skills--Children accumulate skills while they engage in intrinsically motivated behavior, e. g. , while at play. When they notice that some- thing they can do reliably results in an interesting consequence, they remember this in a form that will allow them to bring this consequence about if they wish to do so at a future time when they think it might contribute to a specific goal. Moreover, they improve the efficiency with which they bring about this interesting consequence with repetition, before they become bored and move on to something else. We claim that the concepts of an option and an option model are exactly appropriate to model this type of behavior. Indeed, one of our main contributions is a (preliminary) demonstration of this claim. 3 Intrinsically Motivated RL Our main departure from the usual application of RL is that our agent maintains a knowl- edge base of skills that it learns using intrinsic rewards. In most other regards, our ex- tended RL framework is based on putting together learning and planning algorithms for Loop forever Current state st, current primitive action at, current option ot, extrinsic reward ret, intrinsic reward rit Obtain next state st+1 //-- Deal with special case if next state is salient If st+1 is a salient event e If option for e, oe, does not exist in O (skill-KB) Create option oe in skill-KB; Add st to Ioe // initialize initiation set Set oe (st+1) = 1 // set termination probability //-- set intrinsic reward value ri = [1 - P oe (s t+1 t+1|st)] // is a constant multiplier else ri = 0 t+1 //-- Update all option models For each option o = oe in skill-KB (O) If st+1 Io, then add st to Io // grow initiation set If at is greedy action for o in state st //-- update option transition probability model P o(x|st) [(1 - o(st+1)P o(x|st+1) + o(st+1)st+1x] //-- update option reward model Ro(st) [re + (1 - o(s t t+1))Ro(st+1)] //-- Q-learning update of behavior action-value function QB(st, at) [re + ri + max t t aAO QB (st+1, a)] //-- SMDP-planning update of behavior action-value function For each option o in skill-KB QB(st, o) [Ro(st) + P o(x|s xS t) maxaAO QB (x, a)] //-- Update option action-value functions For each option o O such that st Io Qo(st, at) [re + (o(s t t+1) terminal value for option o) +(1 - o(st+1)) maxaAO Qo(st+1, a)] For each option o O such that st Io and o = o Qo(st, o ) Ro (st) + P o (x|s xS t)[o(x) terminal val for option o +((1 - o(x)) maxaAO Qo(x, a))] Choose at+1 using -greedy policy w. r. to QB // -- Choose next action //-- Determine next extrinsic reward Set ret+1 to the extrinsic reward for transition st, at st+1 Set st st+1; at at+1; re re ri t t+1; rit t+1 Figure 2: Learning Algorithm. Extrinsic reward is denoted re while intrinsic reward is denoted ri. Equations of the form x [y] are short for x (1-)x+[y]. The behavior action value function QB is updated using a combination of Q-learning and SMDP planning. Throughout is a discount factor and is the step-size. The option action value functions Qo are updated using intra-option Q-learning. Note that the intrinsic reward is only used in updating QB and not any of the Qo. options [12]. Behavior The agent behaves in its environment according to an -greedy policy with re- spect to an action-value function QB that is learned using a mix of Q-learning and SMDP planning as described in Fig. 2. Initially only the primitive actions are available to the agent. Over time, skills represented internally as options and their models also become available to the agent as action choices. Thus, QB maps states s and actions a (both primitive and options) to the expected long-term utility of taking that action a in state s. Salient Events In our current implementation we assume that the agent has intrinsic or hardwired notions of interesting or "salient" events in its environment. For example, in the playroom environment we present shortly, the agent finds changes in light and sound intensity to be salient. These are intended to be independent of any specific task and likely to be applicable to many environments. Reward In addition to the usual extrinsic rewards there are occasional intrinsic rewards generated by the agent's critic (see Fig. 1B). In this implementation, the agent's intrinsic reward is generated in a way suggested by the novelty response of dopamine neurons. The intrinsic reward for each salient event is proportional to the error in the prediction of the salient event according to the learned option model for that event (see Fig. 2 for detail). Skill-KB The agent maintains a knowledge base of skills that it has learned in its environ- ment. Initially this may be empty. The first time a salient event occurs, say light turned on, structures to learn an option that achieves that salient event (turn-light-on option) are created in the skill-KB. In addition, structures to learn an option model are also created. So for option o, Qo maps states s and actions a (again, both primitive and options) to the long-term utility of taking action a in state s. The option for a salient event terminates with probability one in any state that achieves that event and never terminates in any other state. The initiation set, Io, for an option o is incrementally expanded to includes states that lead to states in the current initiation set. Learning The details of the learning algorithm are presented in Fig. 2. 4 Playroom Domain: Empirical Results We implemented intrinsically motivated RL (of Fig. 2) in a simple artificial "playroom" domain shown in Fig. 3A. In the playroom are a number of objects: a light switch, a ball, a bell, two movable blocks that are also buttons for turning music on and off, as well as a toy monkey that can make sounds. The agent has an eye, a hand, and a visual marker (seen as a cross hair in the figure). The agent's sensors tell it what objects (if any) are under the eye, hand and marker. At any time step, the agent has the following actions available to it: 1) move eye to hand, 2) move eye to marker, 3) move eye one step north, south, east or west, 4) move eye to random object, 5) move hand to eye, and 6) move marker to eye. In addition, if both the eye and and hand are on some object, then natural operations suggested by the object become available, e. g. , if both the hand and the eye are on the light switch, then the action of flicking the light switch becomes available, and if both the hand and eye are on the ball, then the action of kicking the ball becomes available (which when pushed, moves in a straight line to the marker). The objects in the playroom all have potentially interesting characteristics. The bell rings once and moves to a random adjacent square if the ball is kicked into it. The light switch controls the lighting in the room. The colors of any of the blocks in the room are only visible if the light is on, otherwise they appear similarly gray. The blue block if pressed turns music on, while the red block if pressed turns music off. Either block can be pushed and as a result moves to a random adjacent square. The toy monkey makes frightened sounds if simultaneously the room is dark and the music is on and the bell is rung. These objects were designed to have varying degrees of difficulty to engage. For example, to get the monkey to cry out requires the agent to do the following sequence of actions: 1) get its eye to the light switch, 2) move hand to eye, 3) push the light switch to turn the light on, 4) find the blue block with its eye, 5) move the hand to the eye, 6) press the blue block to turn music on, 7) find the light switch with its eye, 8) move hand to eye, 9) press light switch to turn light off, 10) find the bell with its eye, 11) move the marker to the eye, 12) find the ball with its eye, 13) move its hand to the ball, and 14) kick the ball to make the bell ring. Notice that if the agent has already learned how to turn the light on and off, how to turn music on, and how to make the bell ring, then those learned skills would be of obvious use in simplifying this process of engaging the toy monkey. A B C Performance of Learned Options Effect of Intrinsically Motivated Learning 10000 120 100 8000 80 Sound On Extrinsic Reward Only 6000 60 Light On Music On 4000 40 Toy Monkey On Intrinsic & Extrinsic Rewards 20 2000 0 Average # of Actions to Salient Event 0 0. 5 1 1. 5 2 2. 5 0 Number of steps between extrinsic rewards 0 100 200 300 400 500 600 7 Number of Actions x 10 Number of extrinsic rewards Figure 3: A. Playroom domain. B. Speed of learning of various skills. C. The effect of intrinsically motivated learning when extrinsic reward is present. See text for details For this simple example, changes in light and sound intensity are considered salient by the playroom agent. Because the initial action value function, QB, is uninformative, the agent starts by exploring its environment randomly. Each first encounter with a salient event initiates the learning of an option and an option model for that salient event. For example, the first time the agent happens to turn the light on, it initiates the data structures necessary for learning and storing the light-on option. As the agent moves around the environment, all the options (initiated so far) and their models are simultaneously updated using intra-option learning. As shown in Fig. 2, the intrinsic reward is used to update QB. As a result, when the agent encounters an unpredicted salient event a few times, its updated action value function drives it to repeatedly attempt to achieve that salient event. There are two interesting side effects of this: 1) as the agent tries to repeatedly achieve the salient event, learning improves both its policy for doing so and its option-model that predicts the salient event, and 2) as its option policy and option model improve, the intrinsic reward diminishes and the agent gets "bored" with the associated salient event and moves on. Of course, the option policy and model become accurate in states the agent encounters frequently. Occasionally, the agent encounters the salient event in a state (set of sensor readings) that it has not encountered before, and it generates intrinsic reward again (it is "surprised"). A summary of results is presented in Fig. 4. Each panel of the figure is for a distinct salient event. The graph in each panel shows both the time steps at which the event occurs as well as the intrinsic reward associated by the agent to each occurrence. Each occurrence is denoted by a vertical bar whose height denotes the amount of associated intrinsic reward. Note that as one goes from top to bottom in this figure, the salient events become harder to achieve and, in fact, become more hierarchical. Indeed, the lowest one for turning on the monkey noise (Non) needs light on, music on, light off, sound on in sequence. A number of interesting results can be observed in this figure. First note that the salient events that are simpler to achieve occur earlier in time. For example, Lon (light turning on) and Loff (light turning off) are the simplest salient events, and the agent makes these happen quite early. The agent tries them a large number of times before getting bored and moving on to other salient events. The reward obtained for each of these events diminishes after repeated exposure to the event. Thus, automatically, the skill of achieving the simpler events are learned before those for the more complex events. Figure 4: Results from the playroom domain. Each panel depicts the occurrences of salient events as well as the associated intrinsic rewards. See text for details. Of course, the events keep happening despite their diminished capacity to reward because they are needed to achieve the more complex events. Consequently, the agent continues to turn the light on and off even after it has learned this skill because this is a step along the way toward turning on the music, as well as along the way toward turning on the monkey noise. Finally note that the more complex skills are learned relatively quickly once the required sub-skills are in place, as one can see by the few rewards the agent receives for them. The agent is able to bootstrap and build upon the options it has already learned for the simpler events. We confirmed the hierarchical nature of the learned options by inspecting the greedy policies for the more complex options like Non and Noff. The fact that all the options are successfully learned is also seen in Fig. 3B in which we show how long it takes to bring about the events at different points in the agent's experience (there is an upper cutoff of 120 steps). This figure also shows that the simpler skills are learned earlier than the more complex ones. An agent having a collection of skills learned through intrinsic reward can learn a wide variety of extrinsically rewarded tasks more easily than an agent lacking these skills. To illustrate, we looked at a playroom task in which extrinsic reward was available only if the agent succeeded in making the monkey cry out. This requires the 14 steps described above. This is difficult for an agent to learn if only the extrinsic reward is available, but much easier if the agent can use intrinsic reward to learn a collection of skills, some of which are relevant to the overall task. Fig. 3C compares the performance of two agents in this task. Each starts out with no knowledge of task, but one employs the intrinsic reward mechanism we have discussed above. The extrinsic reward is always available, but only when the monkey cries out. The figure, which shows the average of 100 repetitions of the experiment, clearly shows the advantage of learning with intrinsic reward. Discussion One of the key aspects of the Playroom example was that intrinsic reward was generated only by unexpected salient events. But this is only one of the simplest possibilities and has many limitations. It cannot account for what makes many forms of exploration and manipulation "interesting. " In the future, we intend to implement compu- tational analogs of other forms of intrinsic motivation as suggested in the psychological, statistical, and neuroscience literatures. Despite the "toy" nature of this domain, these results are among the most sophisticated we have seen involving intrinsically motivated learning. Moreover, they were achieved quite directly by combining a collection of existing RL algorithms for learning options and option-models with a simple notion of intrinsic reward. The idea of intrinsic motivation for artificial agents is certainly not new, but we hope to have shown that the elaboration of the formal RL framework in the direction we have pursued, together with the use of recently- developed hierarchical RL algorithms, provides a fruitful basis for developing competently autonomous agents. Acknowledgement Satinder Singh and Nuttapong Chentanez were funded by NSF grant CCF 0432027 and by a grant from DARPA's IPTO program. Andrew Barto was funded by NSF grant CCF 0432143 and by a grant from DARPA's IPTO program.

NeurIPS Conference 2001 Conference Paper

The Emergence of Multiple Movement Units in the Presence of Noise and Feedback Delay

  • Michael Kositsky
  • Andrew Barto

Tangential hand velocity profiles of rapid human arm movements of- ten appear as sequences of several bell-shaped acceleration-deceleration phases called submovements or movement units. This suggests how the nervous system might efficiently control a motor plant in the presence of noise and feedback delay. Another critical observation is that stochastic- ity in a motor control problem makes the optimal control policy essen- tially different from the optimal control policy for the deterministic case. We use a simplified dynamic model of an arm and address rapid aimed arm movements. We use reinforcement learning as a tool to approximate the optimal policy in the presence of noise and feedback delay. Using a simplified model we show that multiple submovements emerge as an optimal policy in the presence of noise and feedback delay. The optimal policy in this situation is to drive the arm’s end point close to the target by one fast submovement and then apply a few slow submovements to accu- rately drive the arm’s end point into the target region. In our simulations, the controller sometimes generates corrective submovements before the initial fast submovement is completed, much like the predictive correc- tions observed in a number of psychophysical experiments.

NeurIPS Conference 2000 Conference Paper

Automated State Abstraction for Options using the U-Tree Algorithm

  • Anders Jonsson
  • Andrew Barto

Learning a complex task can be significantly facilitated by defining a hierarchy of subtasks. An agent can learn to choose between various temporally abstract actions, each solving an assigned subtask, to accom(cid: 173) plish the overall task. In this paper, we study hierarchical learning using the framework of options. We argue that to take full advantage of hier(cid: 173) archical structure, one should perform option-specific state abstraction, and that if this is to scale to larger tasks, state abstraction should be au(cid: 173) tomated. We adapt McCallum's U-Tree algorithm to automatically build option-specific representations of the state feature space, and we illus(cid: 173) trate the resulting algorithm using a simple hierarchical task. Results suggest that automated option-specific state abstraction is an attractive approach to making hierarchical learning systems more effective.

NeurIPS Conference 1998 Conference Paper

Learning Instance-Independent Value Functions to Enhance Local Search

  • Robert Moll
  • Andrew Barto
  • Theodore Perkins
  • Richard Sutton

Reinforcement learning methods can be used to improve the performance of local search algorithms for combinatorial optimization by learning an evaluation function that predicts the outcome of search. The eval(cid: 173) uation function is therefore able to guide search to low-cost solutions better than can the original cost function. We describe a reinforcement learning method for enhancing local search that combines aspects of pre(cid: 173) vious work by Zhang and Dietterich (1995) and Boyan and Moore (1997, Boyan 1998). In an off-line learning phase, a value function is learned that is useful for guiding search for multiple problem sizes and instances. We illustrate our technique by developing several such functions for the Dial-A-Ride Problem. Our learning-enhanced local search algorithm ex(cid: 173) hibits an improvement of more then 30% over a standard local search algorithm.

NeurIPS Conference 1997 Conference Paper

Automated Aircraft Recovery via Reinforcement Learning: Initial Experiments

  • Jeffrey Monaco
  • David Ward
  • Andrew Barto

Initial experiments described here were directed toward using reinforce(cid: 173) ment learning (RL) to develop an automated recovery system (ARS) for high-agility aircraft. An ARS is an outer-loop flight-control system de(cid: 173) signed to bring an aircraft from a range of out-of-control states to straight(cid: 173) and-level flight in minimum time while satisfying physical and phys(cid: 173) iological constraints. Here we report on results for a simple version of the problem involving only single-axis (pitch) simulated recoveries. Through simulated control experience using a medium-fidelity aircraft simulation, the RL system approximates an optimal policy for pitch-stick inputs to produce minimum-time transitions to straight-and-Ievel flight in unconstrained cases while avoiding ground-strike. The RL system was also able to adhere to a pilot-station acceleration constraint while execut(cid: 173) ing simulated recoveries. Automated Aircraft Recovery via Reinforcement Learning

NeurIPS Conference 1996 Conference Paper

Local Bandit Approximation for Optimal Learning Problems

  • Michael Duff
  • Andrew Barto

In general, procedures for determining Bayes-optimal adaptive controls for Markov decision processes (MDP's) require a pro(cid: 173) hibitive amount of computation-the optimal learning problem is intractable. This paper proposes an approximate approach in which bandit processes are used to model, in a certain "local" sense, a given MDP. Bandit processes constitute an important subclass of MDP's, and have optimal learning strategies (defined in terms of Gittins indices) that can be computed relatively efficiently. Thus, one scheme for achieving approximately-optimal learning for gen(cid: 173) eral MDP's proceeds by taking actions suggested by strategies that are optimal with respect to local bandit models.

NeurIPS Conference 1996 Conference Paper

Reinforcement Learning for Mixed Open-loop and Closed-loop Control

  • Eric Hansen
  • Andrew Barto
  • Shlomo Zilberstein

Closed-loop control relies on sensory feedback that is usually as(cid: 173) sumed to be free. But if sensing incurs a cost, it may be cost(cid: 173) effective to take sequences of actions in open-loop mode. We de(cid: 173) scribe a reinforcement learning algorithm that learns to combine open-loop and closed-loop control when sensing incurs a cost. Al(cid: 173) though we assume reliable sensors, use of open-loop control means that actions must sometimes be taken when the current state of the controlled system is uncertain. This is a special case of the hidden-state problem in reinforcement learning, and to cope, our algorithm relies on short-term memory. The main result of the pa(cid: 173) per is a rule that significantly limits exploration of possible memory states by pruning memory states for which the estimated value of information is greater than its cost. We prove that this rule allows convergence to an optimal policy.

NeurIPS Conference 1996 Conference Paper

Text-Based Information Retrieval Using Exponentiated Gradient Descent

  • Ron Papka
  • James Callan
  • Andrew Barto

The following investigates the use of single-neuron learning algo(cid: 173) rithms to improve the performance of text-retrieval systems that accept natural-language queries. A retrieval process is explained that transforms the natural-language query into the query syntax of a real retrieval system: the initial query is expanded using statis(cid: 173) tical and learning techniques and is then used for document ranking and binary classification. The results of experiments suggest that Kivinen and Warmuth's Exponentiated Gradient Descent learning algorithm works significantly better than previous approaches.

NeurIPS Conference 1995 Conference Paper

A Predictive Switching Model of Cerebellar Movement Control

  • Andrew Barto
  • James Houk

We present a hypothesis about how the cerebellum could partici(cid: 173) pate in regulating movement in the presence of significant feedback delays without resorting to a forward model of the motor plant. We show how a simplified cerebellar model can learn to control end(cid: 173) point positioning of a nonlinear spring-mass system with realistic delays in both afferent and efferent pathways. The model's opera(cid: 173) tion involves prediction, but instead of predicting sensory input, it directly regulates movement by reacting in an anticipatory fashion to input patterns that include delayed sensory feedback.

NeurIPS Conference 1995 Conference Paper

Improving Elevator Performance Using Reinforcement Learning

  • Robert Crites
  • Andrew Barto

This paper describes the application of reinforcement learning (RL) to the difficult real world problem of elevator dispatching. The el(cid: 173) evator domain poses a combination of challenges not seen in most RL research to date. Elevator systems operate in continuous state spaces and in continuous time as discrete event dynamic systems. Their states are not fully observable and they are nonstationary due to changing passenger arrival rates. In addition, we use a team of RL agents, each of which is responsible for controlling one ele(cid: 173) vator car. The team receives a global reinforcement signal which appears noisy to each agent due to the effects of the actions of the other agents, the random nature of the arrivals and the incomplete observation of the state. In spite of these complications, we show results that in simulation surpass the best of the heuristic elevator control algorithms of which we are aware. These results demon(cid: 173) strate the power of RL on a very large scale stochastic dynamic optimization problem of practical utility.

NeurIPS Conference 1994 Conference Paper

An Actor/Critic Algorithm that is Equivalent to Q-Learning

  • Robert Crites
  • Andrew Barto

We prove the convergence of an actor/critic algorithm that is equiv(cid: 173) alent to Q-Iearning by construction. Its equivalence is achieved by encoding Q-values within the policy and value function of the ac(cid: 173) tor and critic. The resultant actor/critic algorithm is novel in two ways: it updates the critic only when the most probable action is executed from any given state, and it rewards the actor using cri(cid: 173) teria that depend on the relative probability of the action that was executed.

NeurIPS Conference 1993 Conference Paper

Convergence of Indirect Adaptive Asynchronous Value Iteration Algorithms

  • Vijaykumar Gullapalli
  • Andrew Barto

Reinforcement Learning methods based on approximating dynamic programming (DP) are receiving increased attention due to their utility in forming reactive control policies for systems embedded in dynamic environments. Environments are usually modeled as controlled Markov processes, but when the environment model is not known a priori, adaptive methods are necessary. Adaptive con(cid: 173) trol methods are often classified as being direct or indirect. Direct methods directly adapt the control policy from experience, whereas indirect methods adapt a model of the controlled process and com(cid: 173) pute control policies based on the latest model. Our focus is on indirect adaptive DP-based methods in this paper. We present a convergence result for indirect adaptive asynchronous value itera(cid: 173) tion algorithms for the case in which a look-up table is used to store the value function. Our result implies convergence of several ex(cid: 173) isting reinforcement learning algorithms such as adaptive real-time dynamic programming (ARTDP) (Barto, Bradtke, & Singh, 1993) and prioritized sweeping (Moore & Atkeson, 1993). Although the emphasis of researchers studying DP-based reinforcement learning has been on direct adaptive methods such as Q-Learning (Watkins, 1989) and methods using TD algorithms (Sutton, 1988), it is not clear that these direct methods are preferable in practice to indirect methods such as those analyzed in this paper.

NeurIPS Conference 1993 Conference Paper

Monte Carlo Matrix Inversion and Reinforcement Learning

  • Andrew Barto
  • Michael Duff

We describe the relationship between certain reinforcement learn(cid: 173) ing (RL) methods based on dynamic programming (DP) and a class of unorthodox Monte Carlo methods for solving systems of linear equations proposed in the 1950's. These methods recast the solu(cid: 173) tion of the linear system as the expected value of a statistic suitably defined over sample paths of a Markov chain. The significance of our observations lies in arguments (Curtiss, 1954) that these Monte Carlo methods scale better with respect to state-space size than do standard, iterative techniques for solving systems of linear equa(cid: 173) tions. This analysis also establishes convergence rate estimates. Because methods used in RL systems for approximating the evalu(cid: 173) ation function of a fixed control policy also approximate solutions to systems of linear equations, the connection to these Monte Carlo methods establishes that algorithms very similar to TD algorithms (Sutton, 1988) are asymptotically more efficient in a precise sense than other methods for evaluating policies. Further, all DP-based RL methods have some of the properties of these Monte Carlo al(cid: 173) gorithms, which suggests that although RL is often perceived to be slow, for sufficiently large problems, it may in fact be more ef(cid: 173) ficient than other known classes of methods capable of producing the same results.

NeurIPS Conference 1993 Conference Paper

Robust Reinforcement Learning in Motion Planning

  • Satinder Singh
  • Andrew Barto
  • Roderic Grupen
  • Christopher Connolly

While exploring to find better solutions, an agent performing on(cid: 173) line reinforcement learning (RL) can perform worse than is accept(cid: 173) able. In some cases, exploration might have unsafe, or even catas(cid: 173) trophic, results, often modeled in terms of reaching 'failure' states of the agent's environment. This paper presents a method that uses domain knowledge to reduce the number of failures during explo(cid: 173) ration. This method formulates the set of actions from which the RL agent composes a control policy to ensure that exploration is conducted in a policy space that excludes most of the unacceptable policies. The resulting action set has a more abstract relationship to the task being solved than is common in many applications of RL. Although the cost of this added safety is that learning may result in a suboptimal solution, we argue that this is an appropri(cid: 173) ate tradeoff in many problems. We illustrate this method in the domain of motion planning. "'This work was done while the first author was finishing his Ph. D in computer science at the University of Massachusetts, Amherst.

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