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Bruno Scherrer

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30 papers
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30

NeurIPS Conference 2025 Conference Paper

AlphaBeta is not as good as you think: a simple class of synthetic games for a better analysis of deterministic game-solving algorithms

  • Raphael Boige
  • Amine Boumaza
  • Bruno Scherrer

Deterministic game-solving algorithms are conventionally analyzed in the light of their average-case complexity against a distribution of random game-trees, where leaf values are independently sampled from a fixed distribution. This simplified model enables uncluttered mathematical analysis, revealing two key properties: root value distributions asymptotically collapse to a single fixed value for finite-valued trees, and all reasonable algorithms achieve global optimality. However, these findings are artifacts of the model’s design: its long criticized independence assumption strips games of structural complexity, producing trivial instances where no algorithm faces meaningful challenges. To address this limitation, we introduce a class of synthetic games generated by a probabilistic model that incrementally constructs game-trees using a fixed level-wise conditional distribution. By enforcing ancestor dependencies, a critical structural feature of real-world games, our framework generates problems with adjustable difficulty while retaining some form of analytical tractability. For several algorithms, including AlphaBeta and Scout, we derive recursive formulas characterizing their average-case complexities under this model. These allow us to rigorously compare algorithms on deep game-trees, where Monte-Carlo simulations are no longer feasible. While asymptotically, all algorithms seem to converge to identical branching factor (a result analogous to that of independence-based models), deep finite trees reveal stark differences: AlphaBeta incurs a significantly larger constant multiplicative factor compared to algorithms like Scout, leading to a substantial practical slowdown. Our framework sheds new light on classical game-solving algorithms, offering rigorous evidence and analytical tools to advance the understanding of these methods under a richer, more challenging, and yet tractable model.

NeurIPS Conference 2020 Conference Paper

Leverage the Average: an Analysis of KL Regularization in Reinforcement Learning

  • Nino Vieillard
  • Tadashi Kozuno
  • Bruno Scherrer
  • Olivier Pietquin
  • Remi Munos
  • Matthieu Geist

Recent Reinforcement Learning (RL) algorithms making use of Kullback-Leibler (KL) regularization as a core component have shown outstanding performance. Yet, only little is understood theoretically about why KL regularization helps, so far. We study KL regularization within an approximate value iteration scheme and show that it implicitly averages q-values. Leveraging this insight, we provide a very strong performance bound, the very first to combine two desirable aspects: a linear dependency to the horizon (instead of quadratic) and an error propagation term involving an averaging effect of the estimation errors (instead of an accumulation effect). We also study the more general case of an additional entropy regularizer. The resulting abstract scheme encompasses many existing RL algorithms. Some of our assumptions do not hold with neural networks, so we complement this theoretical analysis with an extensive empirical study.

ICML Conference 2019 Conference Paper

A Theory of Regularized Markov Decision Processes

  • Matthieu Geist
  • Bruno Scherrer
  • Olivier Pietquin

Many recent successful (deep) reinforcement learning algorithms make use of regularization, generally based on entropy or Kullback-Leibler divergence. We propose a general theory of regularized Markov Decision Processes that generalizes these approaches in two directions: we consider a larger class of regularizers, and we consider the general modified policy iteration approach, encompassing both policy iteration and value iteration. The core building blocks of this theory are a notion of regularized Bellman operator and the Legendre-Fenchel transform, a classical tool of convex optimization. This approach allows for error propagation analyses of general algorithmic schemes of which (possibly variants of) classical algorithms such as Trust Region Policy Optimization, Soft Q-learning, Stochastic Actor Critic or Dynamic Policy Programming are special cases. This also draws connections to proximal convex optimization, especially to Mirror Descent.

AAAI Conference 2019 Conference Paper

How to Combine Tree-Search Methods in Reinforcement Learning

  • Yonathan Efroni
  • Gal Dalal
  • Bruno Scherrer
  • Shie Mannor

Finite-horizon lookahead policies are abundantly used in Reinforcement Learning and demonstrate impressive empirical success. Usually, the lookahead policies are implemented with specific planning methods such as Monte Carlo Tree Search (e. g. in AlphaZero (Silver et al. 2017b)). Referring to the planning problem as tree search, a reasonable practice in these implementations is to back up the value only at the leaves while the information obtained at the root is not leveraged other than for updating the policy. Here, we question the potency of this approach. Namely, the latter procedure is non-contractive in general, and its convergence is not guaranteed. Our proposed enhancement is straightforward and simple: use the return from the optimal tree path to back up the values at the descendants of the root. This leads to a γh -contracting procedure, where γ is the discount factor and h is the tree depth. To establish our results, we first introduce a notion called multiple-step greedy consistency. We then provide convergence rates for two algorithmic instantiations of the above enhancement in the presence of noise injected to both the tree search stage and value estimation stage.

EWRL Workshop 2018 Workshop Paper

Anderson Acceleration for Reinforcement Learning

  • Matthieu Geist
  • Bruno Scherrer

Anderson (1965) acceleration is an old and simple method for accelerating the computation of a fixed point. However, as far as we know and quite surprisingly, it has never been applied to dynamic programming or reinforcement learning. In this paper, we explain briefly what Anderson acceleration is and how it can be applied to value iteration, this being supported by preliminary experiments showing a significant speed up of convergence, that we critically discuss. We also discuss how this idea could be applied more generally to (deep) reinforcement learning.

ICML Conference 2018 Conference Paper

Beyond the One-Step Greedy Approach in Reinforcement Learning

  • Yonathan Efroni
  • Gal Dalal
  • Bruno Scherrer
  • Shie Mannor

The famous Policy Iteration algorithm alternates between policy improvement and policy evaluation. Implementations of this algorithm with several variants of the latter evaluation stage, e. g, n-step and trace-based returns, have been analyzed in previous works. However, the case of multiple-step lookahead policy improvement, despite the recent increase in empirical evidence of its strength, has to our knowledge not been carefully analyzed yet. In this work, we introduce the first such analysis. Namely, we formulate variants of multiple-step policy improvement, derive new algorithms using these definitions and prove their convergence. Moreover, we show that recent prominent Reinforcement Learning algorithms are, in fact, instances of our framework. We thus shed light on their empirical success and give a recipe for deriving new algorithms for future study.

EWRL Workshop 2018 Workshop Paper

Convergence of Online and Approximate Multiple-Step Lookahead Policy Iteration

  • Yonathan Efroni
  • Gal Dalal
  • Bruno Scherrer
  • Shie Mannor

Multiple-step lookahead policies have demonstrated high empirical competence in Reinforcement Learning, via the use of Monte Carlo Tree Search or Model Predictive Control. In a recent work Efroni et al. (2018), multiple-step greedy policies and their use in vanilla Policy Iteration algorithms were proposed and analyzed. In this work, we study multiplestep greedy algorithms in more practical setups. We begin by highlighting a counterintuitive difficulty, arising with soft-policy updates: even in the absence of approximations, and contrary to the 1-step-greedy case, monotonic policy improvement is not guaranteed unless the update stepsize is sufficiently large. Taking particular care about this difficulty, we formulate and analyze online and approximate algorithms that use such a multi-step greedy operator.

NeurIPS Conference 2018 Conference Paper

Multiple-Step Greedy Policies in Approximate and Online Reinforcement Learning

  • Yonathan Efroni
  • Gal Dalal
  • Bruno Scherrer
  • Shie Mannor

Multiple-step lookahead policies have demonstrated high empirical competence in Reinforcement Learning, via the use of Monte Carlo Tree Search or Model Predictive Control. In a recent work (Efroni et al. , 2018), multiple-step greedy policies and their use in vanilla Policy Iteration algorithms were proposed and analyzed. In this work, we study multiple-step greedy algorithms in more practical setups. We begin by highlighting a counter-intuitive difficulty, arising with soft-policy updates: even in the absence of approximations, and contrary to the 1-step-greedy case, monotonic policy improvement is not guaranteed unless the update stepsize is sufficiently large. Taking particular care about this difficulty, we formulate and analyze online and approximate algorithms that use such a multi-step greedy operator.

ICML Conference 2016 Conference Paper

Softened Approximate Policy Iteration for Markov Games

  • Julien Pérolat
  • Bilal Piot
  • Matthieu Geist
  • Bruno Scherrer
  • Olivier Pietquin

This paper reports theoretical and empirical investigations on the use of quasi-Newton methods to minimize the Optimal Bellman Residual (OBR) of zero-sum two-player Markov Games. First, it reveals that state-of-the-art algorithms can be derived by the direct application of Newton’s method to different norms of the OBR. More precisely, when applied to the norm of the OBR, Newton’s method results in the Bellman Residual Minimization Policy Iteration (BRMPI) and, when applied to the norm of the Projected OBR (POBR), it results into the standard Least Squares Policy Iteration (LSPI) algorithm. Consequently, new algorithms are proposed, making use of quasi-Newton methods to minimize the OBR and the POBR so as to take benefit of enhanced empirical performances at low cost. Indeed, using a quasi-Newton method approach introduces slight modifications in term of coding of LSPI and BRMPI but improves significantly both the stability and the performance of those algorithms. These phenomena are illustrated on an experiment conducted on artificially constructed games called Garnets.

ICML Conference 2015 Conference Paper

Approximate Dynamic Programming for Two-Player Zero-Sum Markov Games

  • Julien Pérolat
  • Bruno Scherrer
  • Bilal Piot
  • Olivier Pietquin

This paper provides an analysis of error propagation in Approximate Dynamic Programming applied to zero-sum two-player Stochastic Games. We provide a novel and unified error propagation analysis in L_p-norm of three well-known algorithms adapted to Stochastic Games (namely Approximate Value Iteration, Approximate Policy Iteration and Approximate Generalized Policy Iteration). We show that we can achieve a stationary policy which is \frac2γ(1 - γ)^2 ε+ \frac1(1 - γ)^2ε’-optimal, where εis the value function approximation error and ε’ is the approximate greedy operator error. In addition, we provide a practical algorithm (AGPI-Q) to solve infinite horizon γ-discounted two-player zero-sum stochastic games in a batch setting. It is an extension of the Fitted-Q algorithm (which solves Markov Decisions Processes in a batch setting) and can be non-parametric. Finally, we demonstrate experimentally the performance of AGPI-Q on a simultaneous two-player game, namely Alesia.

JMLR Journal 2015 Journal Article

Approximate Modified Policy Iteration and its Application to the Game of Tetris

  • Bruno Scherrer
  • Mohammad Ghavamzadeh
  • Victor Gabillon
  • Boris Lesner
  • Matthieu Geist

Modified policy iteration (MPI) is a dynamic programming (DP) algorithm that contains the two celebrated policy and value iteration methods. Despite its generality, MPI has not been thoroughly studied, especially its approximation form which is used when the state and/or action spaces are large or infinite. In this paper, we propose three implementations of approximate MPI (AMPI) that are extensions of the well-known approximate DP algorithms: fitted-value iteration, fitted-Q iteration, and classification-based policy iteration. We provide error propagation analysis that unify those for approximate policy and value iteration. We develop the finite-sample analysis of these algorithms, which highlights the influence of their parameters. In the classification-based version of the algorithm (CBMPI), the analysis shows that MPI's main parameter controls the balance between the estimation error of the classifier and the overall value function approximation. We illustrate and evaluate the behavior of these new algorithms in the Mountain Car and Tetris problems. Remarkably, in Tetris, CBMPI outperforms the existing DP approaches by a large margin, and competes with the current state-of-the-art methods while using fewer samples. [abs] [ pdf ][ bib ] &copy JMLR 2015. ( edit, beta )

ICML Conference 2015 Conference Paper

Non-Stationary Approximate Modified Policy Iteration

  • Boris Lesner
  • Bruno Scherrer

We consider the infinite-horizon γ-discounted optimal control problem formalized by Markov Decision Processes. Running any instance of Modified Policy Iteration—a family of algorithms that can interpolate between Value and Policy Iteration—with an error εat each iteration is known to lead to stationary policies that are at least \frac2γε(1-γ)^2-optimal. Variations of Value and Policy Iteration, that build \ell-periodic non-stationary policies, have recently been shown to display a better \frac2γε(1-γ)(1-γ^\ell)-optimality guarantee. Our first contribution is to describe a new algorithmic scheme, Non-Stationary Modified Policy Iteration, a family of algorithms parameterized by two integers m \ge 0 and \ell \ge 1 that generalizes all the above mentionned algorithms. While m allows to interpolate between Value-Iteration-style and Policy-Iteration-style updates, \ell specifies the period of the non-stationary policy that is output. We show that this new family of algorithms also enjoys the improved \frac2γε(1-γ)(1-γ^\ell)-optimality guarantee. Perhaps more importantly, we show, by exhibiting an original problem instance, that this guarantee is tight for all m and \ell; this tightness was to our knowledge only proved two specific cases, Value Iteration (m=0, \ell=1) and Policy Iteration (m=∞, \ell=1).

ICML Conference 2015 Conference Paper

On the Rate of Convergence and Error Bounds for LSTD(\(\lambda\))

  • Manel Tagorti
  • Bruno Scherrer

We consider LSTD(λ), the least-squares temporal-difference algorithm with eligibility traces algorithm proposed by Boyan (2002). It computes a linear approximation of the value function of a fixed policy in a large Markov Decision Process. Under a β-mixing assumption, we derive, for any value of λ∈(0, 1), a high-probability bound on the rate of convergence of this algorithm to its limit. We deduce a high-probability bound on the error of this algorithm, that extends (and slightly improves) that derived by Lazaric et al. (2012) in the specific case where λ=0. In the context of temporal-difference algorithms with value function approximation, this analysis is to our knowledge the first to provide insight on the choice of the eligibility-trace parameter λwith respect to the approximation quality of the space and the number of samples.

ICML Conference 2014 Conference Paper

Approximate Policy Iteration Schemes: A Comparison

  • Bruno Scherrer

We consider the infinite-horizon discounted optimal control problem formalized by Markov Decision Processes. We focus on several approximate variations of the Policy Iteration algorithm: Approximate Policy Iteration, Conservative Policy Iteration (CPI), a natural adaptation of the Policy Search by Dynamic Programming algorithm to the infinite-horizon case (PSDP_∞), and the recently proposed Non-Stationary Policy iteration (NSPI(m)). For all algorithms, we describe performance bounds, and make a comparison by paying a particular attention to the concentrability constants involved, the number of iterations and the memory required. Our analysis highlights the following points: 1) The performance guarantee of CPI can be arbitrarily better than that of API/API(α), but this comes at the cost of a relative—exponential in \frac1ε—increase of the number of iterations. 2) PSDP_∞enjoys the best of both worlds: its performance guarantee is similar to that of CPI, but within a number of iterations similar to that of API. 3) Contrary to API that requires a constant memory, the memory needed by CPI and PSDP_∞is proportional to their number of iterations, which may be problematic when the discount factor γis close to 1 or the approximation error εis close to 0; we show that the NSPI(m) algorithm allows to make an overall trade-off between memory and performance. Simulations with these schemes confirm our analysis.

JMLR Journal 2014 Journal Article

Off-policy Learning With Eligibility Traces: A Survey

  • Matthieu Geist
  • Bruno Scherrer

In the framework of Markov Decision Processes, we consider linear off-policy learning, that is the problem of learning a linear approximation of the value function of some fixed policy from one trajectory possibly generated by some other policy. We briefly review on-policy learning algorithms of the literature (gradient-based and least-squares- based), adopting a unified algorithmic view. Then, we highlight a systematic approach for adapting them to off-policy learning with eligibility traces. This leads to some known algorithms---off-policy LSTD($\lambda$), LSPE($\lambda$), TD($\lambda$), TDC/GQ($\lambda$)---and suggests new extensions ---off-policy FPKF($\lambda$), BRM($\lambda$), gBRM($\lambda$), GTD2($\lambda$). We describe a comprehensive algorithmic derivation of all algorithms in a recursive and memory-efficent form, discuss their known convergence properties and illustrate their relative empirical behavior on Garnet problems. Our experiments suggest that the most standard algorithms on and off-policy LSTD($\lambda$)/LSPE($\lambda$)---and TD($\lambda$) if the feature space dimension is too large for a least-squares approach---perform the best. [abs] [ pdf ][ bib ] &copy JMLR 2014. ( edit, beta )

NeurIPS Conference 2013 Conference Paper

Approximate Dynamic Programming Finally Performs Well in the Game of Tetris

  • Victor Gabillon
  • Mohammad Ghavamzadeh
  • Bruno Scherrer

Tetris is a popular video game that has been widely used as a benchmark for various optimization techniques including approximate dynamic programming (ADP) algorithms. A close look at the literature of this game shows that while ADP algorithms, that have been (almost) entirely based on approximating the value function (value function based), have performed poorly in Tetris, the methods that search directly in the space of policies by learning the policy parameters using an optimization black box, such as the cross entropy (CE) method, have achieved the best reported results. This makes us conjecture that Tetris is a game in which good policies are easier to represent, and thus, learn than their corresponding value functions. So, in order to obtain a good performance with ADP, we should use ADP algorithms that search in a policy space, instead of the more traditional ones that search in a value function space. In this paper, we put our conjecture to test by applying such an ADP algorithm, called classification-based modified policy iteration (CBMPI), to the game of Tetris. Our extensive experimental results show that for the first time an ADP algorithm, namely CBMPI, obtains the best results reported in the literature for Tetris in both small $10\times 10$ and large $10\times 20$ boards. Although the CBMPI's results are similar to those achieved by the CE method in the large board, CBMPI uses considerably fewer (almost 1/10) samples (call to the generative model of the game) than CE.

NeurIPS Conference 2013 Conference Paper

Improved and Generalized Upper Bounds on the Complexity of Policy Iteration

  • Bruno Scherrer

Given a Markov Decision Process (MDP) with $n$ states and $m$ actions per state, we study the number of iterations needed by Policy Iteration (PI) algorithms to converge to the optimal $\gamma$-discounted optimal policy. We consider two variations of PI: Howard's PI that changes the actions in all states with a positive advantage, and Simplex-PI that only changes the action in the state with maximal advantage. We show that Howard's PI terminates after at most $ O \left( \frac{ n m}{1-\gamma} \log \left( \frac{1}{1-\gamma} \right)\right) $ iterations, improving by a factor $O(\log n)$ a result by Hansen et al. (2013), while Simplex-PI terminates after at most $ O \left( \frac{n^2 m}{1-\gamma} \log \left( \frac{1}{1-\gamma} \right)\right) $ iterations, improving by a factor $O(\log n)$ a result by Ye (2011). Under some structural assumptions of the MDP, we then consider bounds that are independent of the discount factor~$\gamma$: given a measure of the maximal transient time $\tau_t$ and the maximal time $\tau_r$ to revisit states in recurrent classes under all policies, we show that Simplex-PI terminates after at most $ \tilde O \left( n^3 m^2 \tau_t \tau_r \right) $ iterations. This generalizes a recent result for deterministic MDPs by Post & Ye (2012), in which $\tau_t \le n$ and $\tau_r \le n$. We explain why similar results seem hard to derive for Howard's PI. Finally, under the additional (restrictive) assumption that the state space is partitioned in two sets, respectively states that are transient and recurrent for all policies, we show that Simplex-PI and Howard's PI terminate after at most $ \tilde O(nm (\tau_t+\tau_r))$ iterations.

JMLR Journal 2013 Journal Article

Performance Bounds for λ Policy Iteration and Application to the Game of Tetris

  • Bruno Scherrer

We consider the discrete-time infinite-horizon optimal control problem formalized by Markov decision processes (Puterman, 1994; Bertsekas and Tsitsiklis, 1996). We revisit the work of Bertsekas and Ioffe (1996), that introduced λ policy iteration---a family of algorithms parametrized by a parameter λ---that generalizes the standard algorithms value and policy iteration, and has some deep connections with the temporal-difference algorithms described by Sutton and Barto (1998). We deepen the original theory developed by the authors by providing convergence rate bounds which generalize standard bounds for value iteration described for instance by Puterman (1994). Then, the main contribution of this paper is to develop the theory of this algorithm when it is used in an approximate form. We extend and unify the separate analyzes developed by Munos for approximate value iteration (Munos, 2007) and approximate policy iteration (Munos, 2003), and provide performance bounds in the discounted and the undiscounted situations. Finally, we revisit the use of this algorithm in the training of a Tetris playing controller as originally done by Bertsekas and Ioffe (1996). Our empirical results are different from those of Bertsekas and Ioffe (which were originally qualified as ”paradoxical” and ”intriguing”). We track down the reason to be a minor implementation error of the algorithm, which suggests that, in practice, λ policy iteration may be more stable than previously thought. [abs] [ pdf ][ bib ] &copy JMLR 2013. ( edit, beta )

NeurIPS Conference 2012 Conference Paper

On the Use of Non-Stationary Policies for Stationary Infinite-Horizon Markov Decision Processes

  • Bruno Scherrer
  • Boris Lesner

We consider infinite-horizon stationary $\gamma$-discounted Markov Decision Processes, for which it is known that there exists a stationary optimal policy. Using Value and Policy Iteration with some error $\epsilon$ at each iteration, it is well-known that one can compute stationary policies that are $\frac{2\gamma{(1-\gamma)^2}\epsilon$-optimal. After arguing that this guarantee is tight, we develop variations of Value and Policy Iteration for computing non-stationary policies that can be up to $\frac{2\gamma}{1-\gamma}\epsilon$-optimal, which constitutes a significant improvement in the usual situation when $\gamma$ is close to $1$. Surprisingly, this shows that the problem of ``computing near-optimal non-stationary policies'' is much simpler than that of ``computing near-optimal stationary policies''.

EWRL Workshop 2011 Conference Paper

Recursive Least-Squares Learning with Eligibility Traces

  • Bruno Scherrer
  • Matthieu Geist

Abstract In the framework of Markov Decision Processes, we consider the problem of learning a linear approximation of the value function of some fixed policy from one trajectory possibly generated by some other policy. We describe a systematic approach for adapting on-policy learning least squares algorithms of the literature (LSTD [5], LSPE [15], FPKF [7] and GPTD [8]/KTD [10]) to off-policy learning with eligibility traces. This leads to two known algorithms, LSTD( λ )/LSPE( λ ) [21] and suggests new extensions of FPKF and GPTD/KTD. We describe their recursive implementation, discuss their convergence properties, and illustrate their behavior experimentally. Overall, our study suggests that the state-of-art LSTD( λ ) [21] remains the best least-squares algorithm.

EWRL Workshop 2011 Conference Paper

ℓ1-Penalized Projected Bellman Residual

  • Matthieu Geist
  • Bruno Scherrer

Abstract We consider the task of feature selection for value function approximation in reinforcement learning. A promising approach consists in combining the Least-Squares Temporal Difference (LSTD) algorithm with ℓ 1 -regularization, which has proven to be effective in the supervised learning community. This has been done recently whit the LARS-TD algorithm, which replaces the projection operator of LSTD with an ℓ 1 -penalized projection and solves the corresponding fixed-point problem. However, this approach is not guaranteed to be correct in the general off-policy setting. We take a different route by adding an ℓ 1 -penalty term to the projected Bellman residual, which requires weaker assumptions while offering a comparable performance. However, this comes at the cost of a higher computational complexity if only a part of the regularization path is computed. Nevertheless, our approach ends up to a supervised learning problem, which let envision easy extensions to other penalties.

ICML Conference 2010 Conference Paper

Should one compute the Temporal Difference fix point or minimize the Bellman Residual? The unified oblique projection view

  • Bruno Scherrer

We investigate projection methods, for evaluating a linear approximation of the value function of a policy in a Markov Decision Process context. We consider two popular approaches, the one-step Temporal Difference fix-point computation (TD(0)) and the Bellman Residual (BR) minimization. We describe examples, where each method outperforms the other. We highlight a simple relation between the objective function they minimize, and show that while BR enjoys a performance guarantee, TD(0) does not in general. We then propose a unified view in terms of oblique projections of the Bellman equation, which substantially simplifies and extends the characterization of Schoknecht (2002) and the recent analysis of Yu & Bertsekas (2008). Eventually, we describe some simulations that suggest that if the TD(0) solution is usually slightly better than the BR solution, its inherent numerical instability makes it very bad in some cases, and thus worse on average.

NeurIPS Conference 2008 Conference Paper

Biasing Approximate Dynamic Programming with a Lower Discount Factor

  • Marek Petrik
  • Bruno Scherrer

Most algorithms for solving Markov decision processes rely on a discount factor, which ensures their convergence. In fact, it is often used in problems with is no intrinsic motivation. In this paper, we show that when used in approximate dynamic programming, an artificially low discount factor may significantly improve the performance on some problems, such as Tetris. We propose two explanations for this phenomenon. Our first justification follows directly from the standard approximation error bounds: using a lower discount factor may decrease the approximation error bounds. However, we also show that these bounds are loose, a thus their decrease does not entirely justify a better practical performance. We thus propose another justification: when the rewards are received only sporadically (as it is the case in Tetris), we can derive tighter bounds, which support a significant performance increase with a decrease in the discount factor.

AAMAS Conference 2007 Conference Paper

Convergence and Rate of Convergence of a Simple Ant Model

  • Amine Boumaza
  • Bruno Scherrer

We present a simple ant model that solves a discrete foraging problem. We provide simulations and a convergence analysis. We argue that the ant population computes the solutions of some optimal control problems and converges in some well defined sense. We also discuss the rate of convergence with respect to the number of ants: we give experimental and theoretical arguments that suggest that this rate is superlinear with respect to the number of agents.

ICRA Conference 2007 Conference Paper

Optimal control subsumes harmonic control

  • Amine M. Boumaza
  • Bruno Scherrer

We consider trajectory planning within the frameworks of optimal control and harmonic control. We present a formal evidence, in the continuous domain and in a standard discretization, that harmonic control is the limit case of some optimal control problem in which we make the noise level tend to infinity. In other words we show that optimal control subsumes harmonic control. We discuss properties of both paradigms and present simulations that illustrate this relationship.

IJCAI Conference 2003 Conference Paper

Modular self-organization for a long-living autonomous agent

  • Bruno Scherrer

The aim of this paper is to provide a sound framework for addressing a difficult problem: the automatic construction of an autonomous agent's modular architecture. We briefly present two apparently uncorrelated frameworks: Autonomous planning through Markov Decision Processes and Kernel Clustering. Our fundamental idea is that the former addresses autonomy whereas the latter allows to tackle self-organizing issues. Relying on both frameworks, we show that modular selforganization can be formalized as a clustering problem in the space of MDPs. We derive a modular self-organizing algorithm in which an autonomous agent learns to efficiently spread n planning problems over m initially blank modules with rn < n.

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