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438
Reinforcement Learning I: Introduction
, 1998
"... In which we try to give a basic intuitive sense of what reinforcement learning is and how it differs and relates to other fields, e.g., supervised learning and neural networks, genetic algorithms and artificial life, control theory. Intuitively, RL is trial and error (variation and selection, search ..."
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Cited by 5500 (120 self)
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In which we try to give a basic intuitive sense of what reinforcement learning is and how it differs and relates to other fields, e.g., supervised learning and neural networks, genetic algorithms and artificial life, control theory. Intuitively, RL is trial and error (variation and selection, search) plus learning (association, memory). We argue that RL is the only field that seriously addresses the special features of the problem of learning from interaction to achieve longterm goals.
Reinforcement learning: a survey
 Journal of Artificial Intelligence Research
, 1996
"... This paper surveys the field of reinforcement learning from a computerscience perspective. It is written to be accessible to researchers familiar with machine learning. Both the historical basis of the field and a broad selection of current work are summarized. Reinforcement learning is the problem ..."
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Cited by 1690 (26 self)
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This paper surveys the field of reinforcement learning from a computerscience perspective. It is written to be accessible to researchers familiar with machine learning. Both the historical basis of the field and a broad selection of current work are summarized. Reinforcement learning is the problem faced by an agent that learns behavior through trialanderror interactions with a dynamic environment. The work described here has a resemblance to work in psychology, but differs considerably in the details and in the use of the word "reinforcement." The paper discusses central issues of reinforcement learning, including trading off exploration and exploitation, establishing the foundations of the field via Markov decision theory, learning from delayed reinforcement, constructing empirical models to accelerate learning, making use of generalization and hierarchy, and coping with hidden state. It concludes with a survey of some implemented systems and an assessment of the practical utility of current methods for reinforcement learning.
PEGASUS: A policy search method for large MDPs and POMDPs
 In Proceedings of the Sixteenth Conference on Uncertainty in Artificial Intelligence
, 2000
"... We propose a new approach to the problem of searching a space of policies for a Markov decision process (MDP) or a partially observable Markov decision process (POMDP), given a model. Our approach is based on the following observation: Any (PO)MDP can be transformed into an "equivalent&qu ..."
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Cited by 258 (9 self)
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We propose a new approach to the problem of searching a space of policies for a Markov decision process (MDP) or a partially observable Markov decision process (POMDP), given a model. Our approach is based on the following observation: Any (PO)MDP can be transformed into an "equivalent" POMDP in which all state transitions (given the current state and action) are deterministic. This reduces the general problem of policy search to one in which we need only consider POMDPs with deterministic transitions. We give a natural way of estimating the value of all policies in these transformed POMDPs. Policy search is then simply performed by searching for a policy with high estimated value. We also establish conditions under which our value estimates will be good, recovering theoretical results similar to those of Kearns, Mansour and Ng [7], but with "sample complexity" bounds that have only a polynomial rather than exponential dependence on the horizon time. Our method appl...
ActorCritic Algorithms
 SIAM JOURNAL ON CONTROL AND OPTIMIZATION
, 2001
"... In this paper, we propose and analyze a class of actorcritic algorithms. These are twotimescale algorithms in which the critic uses temporal difference (TD) learning with a linearly parameterized approximation architecture, and the actor is updated in an approximate gradient direction based on in ..."
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Cited by 242 (1 self)
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In this paper, we propose and analyze a class of actorcritic algorithms. These are twotimescale algorithms in which the critic uses temporal difference (TD) learning with a linearly parameterized approximation architecture, and the actor is updated in an approximate gradient direction based on information provided by the critic. We show that the features for the critic should ideally span a subspace prescribed by the choice of parameterization of the actor. We study actorcritic algorithms for Markov decision processes with general state and action spaces. We state and prove two results regarding their convergence.
Infinitehorizon policygradient estimation
 Journal of Artificial Intelligence Research
, 2001
"... Gradientbased approaches to direct policy search in reinforcement learning have received much recent attention as a means to solve problems of partial observability and to avoid some of the problems associated with policy degradation in valuefunction methods. In this paper we introduce � � , a si ..."
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Cited by 205 (5 self)
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Gradientbased approaches to direct policy search in reinforcement learning have received much recent attention as a means to solve problems of partial observability and to avoid some of the problems associated with policy degradation in valuefunction methods. In this paper we introduce � � , a simulationbased algorithm for generating a biased estimate of the gradient of the average reward in Partially Observable Markov Decision Processes ( � s) controlled by parameterized stochastic policies. A similar algorithm was proposed by Kimura, Yamamura, and Kobayashi (1995). The algorithm’s chief advantages are that it requires storage of only twice the number of policy parameters, uses one free parameter � � (which has a natural interpretation in terms of biasvariance tradeoff), and requires no knowledge of the underlying state. We prove convergence of � � , and show how the correct choice of the parameter is related to the mixing time of the controlled �. We briefly describe extensions of � � to controlled Markov chains, continuous state, observation and control spaces, multipleagents, higherorder derivatives, and a version for training stochastic policies with internal states. In a companion paper (Baxter, Bartlett, & Weaver, 2001) we show how the gradient estimates generated by � � can be used in both a traditional stochastic gradient algorithm and a conjugategradient procedure to find local optima of the average reward. 1.
Learning to Cooperate via Policy Search
, 2000
"... Cooperative games are those in which both agents share the same payoff structure. Valuebased reinforcementlearning algorithms, such as variants of Qlearning, have been applied to learning cooperative games, but they only apply when the game state is completely observable to both agents. Poli ..."
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Cited by 141 (4 self)
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Cooperative games are those in which both agents share the same payoff structure. Valuebased reinforcementlearning algorithms, such as variants of Qlearning, have been applied to learning cooperative games, but they only apply when the game state is completely observable to both agents. Policy search methods are a reasonable alternative to valuebased methods for partially observable environments. In this paper, we provide a gradientbased distributed policysearch method for cooperative games and compare the notion of local optimum to that of Nash equilibrium. We demonstrate the effectiveness of this method experimentally in a small, partially observable simulated soccer domain. 1 INTRODUCTION The interaction of decision makers who share an environment is traditionally studied in game theory and economics. The game theoretic formalism is very general, and analyzes the problem in terms of solution concepts such as Nash equilibrium [12], but usually works under the assu...
Reinforcement learning for humanoid robotics
 Autonomous Robot
, 2003
"... Abstract. The complexity of the kinematic and dynamic structure of humanoid robots make conventional analytical approaches to control increasingly unsuitable for such systems. Learning techniques offer a possible way to aid controller design if insufficient analytical knowledge is available, and lea ..."
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Cited by 133 (21 self)
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Abstract. The complexity of the kinematic and dynamic structure of humanoid robots make conventional analytical approaches to control increasingly unsuitable for such systems. Learning techniques offer a possible way to aid controller design if insufficient analytical knowledge is available, and learning approaches seem mandatory when humanoid systems are supposed to become completely autonomous. While recent research in neural networks and statistical learning has focused mostly on learning from finite data sets without stringent constraints on computational efficiency, learning for humanoid robots requires a different setting, characterized by the need for realtime learning performance from an essentially infinite stream of incrementally arriving data. This paper demonstrates how even highdimensional learning problems of this kind can successfully be dealt with by techniques from nonparametric regression and locally weighted learning. As an example, we describe the application of one of the most advanced of such algorithms, Locally Weighted Projection Regression (LWPR), to the online learning of three problems in humanoid motor control: the learning of inverse dynamics models for modelbased control, the learning of inverse kinematics of redundant manipulators, and the learning of oculomotor reflexes. All these examples demonstrate fast, i.e., within seconds or minutes, learning convergence with highly accurate final peformance. We conclude that realtime learning for complex motor system like humanoid robots is possible with appropriately tailored algorithms, such that increasingly autonomous robots with massive learning abilities should be achievable in the near future. 1.
Approximate Planning in Large POMDPs via Reusable Trajectories
, 1999
"... We consider the problem of choosing a nearbest strategy from a restricted class of strategies in a partially observable Markov decision process (POMDP). We assume we are given the ability to simulate the behavior of the POMDP, and we provide methods for generating simulated experience su cient to a ..."
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Cited by 119 (13 self)
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We consider the problem of choosing a nearbest strategy from a restricted class of strategies in a partially observable Markov decision process (POMDP). We assume we are given the ability to simulate the behavior of the POMDP, and we provide methods for generating simulated experience su cient to accurately approximate the expected return of any strategy in the class. We prove upper bounds on the amount of simulated experience our methods must generate in order to achieve such uniform approximation. These bounds have no dependence on the size or complexity of the underlying POMDP, but depend only on the complexity of the restricted strategy class. The main challenge is in generating trajectories in the POMDP that can be reused, in the sense that they simultaneously provide estimates of the return of many strategies in the class. Our measure of strategy class complexity generalizes the classical notion of VC dimension, and our methods develop connections between problems of current interest in reinforcement learning and wellstudied issues in the theory of supervised learning. We also discuss a number of practical planning algorithms for POMDPs that arise from our reusable trajectories.
Policy gradient methods for robotics
 In Proceedings of the IEEE/RSJ International Conference on Intelligent Robots and Systems (IROS
, 2006
"... Abstract — The aquisition and improvement of motor skills and control policies for robotics from trial and error is of essential importance if robots should ever leave precisely prestructured environments. However, to date only few existing reinforcement learning methods have been scaled into the d ..."
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Cited by 118 (22 self)
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Abstract — The aquisition and improvement of motor skills and control policies for robotics from trial and error is of essential importance if robots should ever leave precisely prestructured environments. However, to date only few existing reinforcement learning methods have been scaled into the domains of highdimensional robots such as manipulator, legged or humanoid robots. Policy gradient methods remain one of the few exceptions and have found a variety of applications. Nevertheless, the application of such methods is not without peril if done in an uninformed manner. In this paper, we give an overview on learning with policy gradient methods for robotics with a strong focus on recent advances in the field. We outline previous applications to robotics and show how the most recently developed methods can significantly improve learning performance. Finally, we evaluate our most promising algorithm in the application of hitting a baseball with an anthropomorphic arm. I.
Policy search for motor primitives in robotics
 Advances in Neural Information Processing Systems 22 (NIPS 2008
, 2009
"... Many motor skills in humanoid robotics can be learned using parametrized motor primitives as done in imitation learning. However, most interesting motor learning problems are highdimensional reinforcement learning problems often beyond the reach of current methods. In this paper, we extend previou ..."
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Cited by 117 (24 self)
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Many motor skills in humanoid robotics can be learned using parametrized motor primitives as done in imitation learning. However, most interesting motor learning problems are highdimensional reinforcement learning problems often beyond the reach of current methods. In this paper, we extend previous work on policy learning from the immediate reward case to episodic reinforcement learning. We show that this results in a general, common framework also connected to policy gradient methods and yielding a novel algorithm for policy learning that is particularly wellsuited for dynamic motor primitives. The resulting algorithm is an EMinspired algorithm applicable to complex motor learning tasks. We compare this algorithm to several wellknown parametrized policy search methods and show that it outperforms them. We apply it in the context of motor learning and show that it can learn a complex BallinaCup task using a real Barrett WAMTM robot arm. 1