Tag Archives: Reinforcement Learning

Cognitive control: a nice bunch of definitions and state-of-the-art

S. Haykin, M. Fatemi, P. Setoodeh and Y. Xue, Cognitive Control, in Proceedings of the IEEE, vol. 100, no. 12, pp. 3156-3169, Dec. 2012., DOI: 10.1109/JPROC.2012.2215773.

This paper is inspired by how cognitive control manifests itself in the human brain and does so in a remarkable way. It addresses the many facets involved in the control of directed information flow in a dynamic system, culminating in the notion of information gap, defined as the difference between relevant information (useful part of what is extracted from the incoming measurements) and sufficient information representing the information needed for achieving minimal risk. The notion of information gap leads naturally to how cognitive control can itself be defined. Then, another important idea is described, namely the two-state model, in which one is the system’s state and the other is the entropic state that provides an essential metric for quantifying the information gap. The entropic state is computed in the perceptual part (i.e., perceptor) of the dynamic system and sent to the controller directly as feedback information. This feedback information provides the cognitive controller the information needed about the environment and the system to bring reinforcement leaning into play; reinforcement learning (RL), incorporating planning as an integral part, is at the very heart of cognitive control. The stage is now set for a computational experiment, involving cognitive radar wherein the cognitive controller is enabled to control the receiver via the environment. The experiment demonstrates how RL provides the mechanism for improved utilization of computational resources, and yet is able to deliver good performance through the use of planning. The paper finishes with concluding remarks.

How mood influcences learning, concretely perception of rewards in the context of reinforcement learning

Eran Eldar, Robb B. Rutledge, Raymond J. Dolan, Yael Niv, Mood as Representation of Momentum, Trends in Cognitive Sciences, Volume 20, Issue 1, January 2016, Pages 15-24, ISSN 1364-6613, DOI: j.tics.2015.07.010.

Experiences affect mood, which in turn affects subsequent experiences. Recent studies suggest two specific principles. First, mood depends on how recent reward outcomes differ from expectations. Second, mood biases the way we perceive outcomes (e.g., rewards), and this bias affects learning about those outcomes. We propose that this two-way interaction serves to mitigate inefficiencies in the application of reinforcement learning to real-world problems. Specifically, we propose that mood represents the overall momentum of recent outcomes, and its biasing influence on the perception of outcomes ‘corrects’ learning to account for environmental dependencies. We describe potential dysfunctions of this adaptive mechanism that might contribute to the symptoms of mood disorders.

Reinforcement learning in the automatic control area

Yu Jiang; Zhong-Ping Jiang, Global Adaptive Dynamic Programming for Continuous-Time Nonlinear Systems, in Automatic Control, IEEE Transactions on , vol.60, no.11, pp.2917-2929, Nov. 2015, DOI: 10.1109/TAC.2015.2414811.

This paper presents a novel method of global adaptive dynamic programming (ADP) for the adaptive optimal control of nonlinear polynomial systems. The strategy consists of relaxing the problem of solving the Hamilton-Jacobi-Bellman (HJB) equation to an optimization problem, which is solved via a new policy iteration method. The proposed method distinguishes from previously known nonlinear ADP methods in that the neural network approximation is avoided, giving rise to significant computational improvement. Instead of semiglobally or locally stabilizing, the resultant control policy is globally stabilizing for a general class of nonlinear polynomial systems. Furthermore, in the absence of the a priori knowledge of the system dynamics, an online learning method is devised to implement the proposed policy iteration technique by generalizing the current ADP theory. Finally, three numerical examples are provided to validate the effectiveness of the proposed method.

Nice summary of reinforcement learning in control (Adaptive Dynamic Programming) and the use of Q-learning plus NN approximators for solving a control problem under a game theory framework

Kyriakos G. Vamvoudakis, Non-zero sum Nash Q-learning for unknown deterministic continuous-time linear systems, Automatica, Volume 61, November 2015, Pages 274-281, ISSN 0005-1098, DOI: 10.1016/j.automatica.2015.08.017.

This work proposes a novel Q-learning algorithm to solve the problem of non-zero sum Nash games of linear time invariant systems with N -players (control inputs) and centralized uncertain/unknown dynamics. We first formulate the Q-function of each player as a parametrization of the state and all other the control inputs or players. An integral reinforcement learning approach is used to develop a model-free structure of N -actors/ N -critics to estimate the parameters of the N -coupled Q-functions online while also guaranteeing closed-loop stability and convergence of the control policies to a Nash equilibrium. A 4th order, simulation example with five players is presented to show the efficacy of the proposed approach.

Multi-agent Q-learning applied to the defense against DDoS attacks with some provisions for scaling

Kleanthis Malialisa, Sam Devlina & Daniel Kudenkoa, Distributed reinforcement learning for adaptive and robust network intrusion response, Connection Science, Volume 27, Issue 3, 2015, DOI: 10.1080/09540091.2015.1031082.

Distributed denial of service (DDoS) attacks constitute a rapidly evolving threat in the current Internet. Multiagent Router Throttling is a novel approach to defend against DDoS attacks where multiple reinforcement learning agents are installed on a set of routers and learn to rate-limit or throttle traffic towards a victim server. The focus of this paper is on online learning and scalability. We propose an approach that incorporates task decomposition, team rewards and a form of reward shaping called difference rewards. One of the novel characteristics of the proposed system is that it provides a decentralised coordinated response to the DDoS problem, thus being resilient to DDoS attacks themselves. The proposed system learns remarkably fast, thus being suitable for online learning. Furthermore, its scalability is successfully demonstrated in experiments involving 1000 learning agents. We compare our approach against a baseline and a popular state-of-the-art throttling technique from the network security literature and show that the proposed approach is more effective, adaptive to sophisticated attack rate dynamics and robust to agent failures.

Modelling emotions in adaptive agents through the action selection part of reinforcement learning, plus some references on the neurophysiological bases of RL and a good review of literature on emotions

Joost Broekens , Elmer Jacobs , Catholijn M. Jonker, A reinforcement learning model of joy, distress, hope and fear, Connection Science, Vol. 27, Iss. 3, 2015, DOI: 10.1080/09540091.2015.1031081.

In this paper we computationally study the relation between adaptive behaviour and emotion. Using the reinforcement learning framework, we propose that learned state utility, V(s), models fear (negative) and hope (positive) based on the fact that both signals are about anticipation of loss or gain. Further, we propose that joy/distress is a signal similar to the error signal. We present agent-based simulation experiments that show that this model replicates psychological and behavioural dynamics of emotion. This work distinguishes itself by assessing the dynamics of emotion in an adaptive agent framework – coupling it to the literature on habituation, development, extinction and hope theory. Our results support the idea that the function of emotion is to provide a complex feedback signal for an organism to adapt its behaviour. Our work is relevant for understanding the relation between emotion and adaptation in animals, as well as for human–robot interaction, in particular how emotional signals can be used to communicate between adaptive agents and humans.

Transfer learning in reinforcement learning through case-based and the use of heuristics for selecting actions

Reinaldo A.C. Bianchi, Luiz A. Celiberto Jr., Paulo E. Santos, Jackson P. Matsuura, Ramon Lopez de Mantaras, Transferring knowledge as heuristics in reinforcement learning: A case-based approach, Artificial Intelligence, Volume 226, September 2015, Pages 102-121, ISSN 0004-3702, DOI: 10.1016/j.artint.2015.05.008.

The goal of this paper is to propose and analyse a transfer learning meta-algorithm that allows the implementation of distinct methods using heuristics to accelerate a Reinforcement Learning procedure in one domain (the target) that are obtained from another (simpler) domain (the source domain). This meta-algorithm works in three stages: first, it uses a Reinforcement Learning step to learn a task on the source domain, storing the knowledge thus obtained in a case base; second, it does an unsupervised mapping of the source-domain actions to the target-domain actions; and, third, the case base obtained in the first stage is used as heuristics to speed up the learning process in the target domain.
A set of empirical evaluations were conducted in two target domains: the 3D mountain car (using a learned case base from a 2D simulation) and stability learning for a humanoid robot in the Robocup 3D Soccer Simulator (that uses knowledge learned from the Acrobot domain). The results attest that our transfer learning algorithm outperforms recent heuristically-accelerated reinforcement learning and transfer learning algorithms.

Finding the common utility of actions in several tasks learnt in the same domain in order to reduce the learning cost of reinforcement learning

Rosman, B.; Ramamoorthy, S., Action Priors for Learning Domain Invariances, Autonomous Mental Development, IEEE Transactions on , vol.7, no.2, pp.107,118, June 2015, DOI: 10.1109/TAMD.2015.2419715.

An agent tasked with solving a number of different decision making problems in similar environments has an opportunity to learn over a longer timescale than each individual task. Through examining solutions to different tasks, it can uncover behavioral invariances in the domain, by identifying actions to be prioritized in local contexts, invariant to task details. This information has the effect of greatly increasing the speed of solving new problems. We formalise this notion as action priors, defined as distributions over the action space, conditioned on environment state, and show how these can be learnt from a set of value functions. We apply action priors in the setting of reinforcement learning, to bias action selection during exploration. Aggressive use of action priors performs context based pruning of the available actions, thus reducing the complexity of lookahead during search. We additionally define action priors over observation features, rather than states, which provides further flexibility and generalizability, with the additional benefit of enabling feature selection. Action priors are demonstrated in experiments in a simulated factory environment and a large random graph domain, and show significant speed ups in learning new tasks. Furthermore, we argue that this mechanism is cognitively plausible, and is compatible with findings from cognitive psychology.

Efficient sampling of the agent-world interaction in reinforcement learning through the use of simulators with diverse fidelity to the real system

Cutler, M.; Walsh, T.J.; How, J.P., Real-World Reinforcement Learning via Multifidelity Simulators, Robotics, IEEE Transactions on , vol.31, no.3, pp.655,671, June 2015, DOI: 10.1109/TRO.2015.2419431.

Reinforcement learning (RL) can be a tool for designing policies and controllers for robotic systems. However, the cost of real-world samples remains prohibitive as many RL algorithms require a large number of samples before learning useful policies. Simulators are one way to decrease the number of required real-world samples, but imperfect models make deciding when and how to trust samples from a simulator difficult. We present a framework for efficient RL in a scenario where multiple simulators of a target task are available, each with varying levels of fidelity. The framework is designed to limit the number of samples used in each successively higher-fidelity/cost simulator by allowing a learning agent to choose to run trajectories at the lowest level simulator that will still provide it with useful information. Theoretical proofs of the framework’s sample complexity are given and empirical results are demonstrated on a remote-controlled car with multiple simulators. The approach enables RL algorithms to find near-optimal policies in a physical robot domain with fewer expensive real-world samples than previous transfer approaches or learning without simulators.

Reinforcement learning when a human is the one providing the rewards to the algorithm

W. Bradley Knox, Peter Stone, Framing reinforcement learning from human reward: Reward positivity, temporal discounting, episodicity, and performance, Artificial Intelligence, Volume 225, August 2015, Pages 24-50, ISSN 0004-3702, DOI: 10.1016/j.artint.2015.03.009.

Several studies have demonstrated that reward from a human trainer can be a powerful feedback signal for control-learning algorithms. However, the space of algorithms for learning from such human reward has hitherto not been explored systematically. Using model-based reinforcement learning from human reward, this article investigates the problem of learning from human reward through six experiments, focusing on the relationships between reward positivity, which is how generally positive a trainer’s reward values are; temporal discounting, the extent to which future reward is discounted in value; episodicity, whether task learning occurs in discrete learning episodes instead of one continuing session; and task performance, the agent’s performance on the task the trainer intends to teach. This investigation is motivated by the observation that an agent can pursue different learning objectives, leading to different resulting behaviors. We search for learning objectives that lead the agent to behave as the trainer intends.
We identify and empirically support a “positive circuits” problem with low discounting (i.e., high discount factors) for episodic, goal-based tasks that arises from an observed bias among humans towards giving positive reward, resulting in an endorsement of myopic learning for such domains. We then show that converting simple episodic tasks to be non-episodic (i.e., continuing) reduces and in some cases resolves issues present in episodic tasks with generally positive reward and—relatedly—enables highly successful learning with non-myopic valuation in multiple user studies. The primary learning algorithm introduced in this article, which we call “vi-tamer”, is the first algorithm to successfully learn non-myopically from reward generated by a human trainer; we also empirically show that such non-myopic valuation facilitates higher-level understanding of the task. Anticipating the complexity of real-world problems, we perform further studies—one with a failure state added—that compare (1) learning when states are updated asynchronously with local bias—i.e., states quickly reachable from the agent’s current state are updated more often than other states—to (2) learning with the fully synchronous sweeps across each state in the vi-tamer algorithm. With these locally biased updates, we find that the general positivity of human reward creates problems even for continuing tasks, revealing a distinct research challenge for future work.