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Reinforcement learning

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Articles 241 - 259 of 259

Full-Text Articles in Computer Sciences

Motivated Learning As An Extension Of Reinforcement Learning, Janusz Starzyk, Pawel Raif, Ah-Hwee Tan Jan 2010

Motivated Learning As An Extension Of Reinforcement Learning, Janusz Starzyk, Pawel Raif, Ah-Hwee Tan

Research Collection School Of Computing and Information Systems

We have developed a unified framework to conduct computational experiments with both learning systems: Motivated learning based on Goal Creation System, and reinforcedment learning using RL Q-Learning Algorithm. Future work includes combining motivated learning to set abstract motivations and manage goals with reinforcement learning to learn proper actions. This will allow testing of motivated learning on typical reinforcement learning benchmarks with large dimensionality of the state/action spaces.


Dynamic Coalition Formation Under Uncertainty, Daylon J. Hooper, Gilbert L. Peterson, Brett J. Borghetti Oct 2009

Dynamic Coalition Formation Under Uncertainty, Daylon J. Hooper, Gilbert L. Peterson, Brett J. Borghetti

Faculty Publications

Coalition formation algorithms are generally not applicable to real-world robotic collectives since they lack mechanisms to handle uncertainty. Those mechanisms that do address uncertainty either deflect it by soliciting information from others or apply reinforcement learning to select an agent type from within a set. This paper presents a coalition formation mechanism that directly addresses uncertainty while allowing the agent types to fall outside of a known set. The agent types are captured through a novel agent modeling technique that handles uncertainty through a belief-based evaluation mechanism. This technique allows for uncertainty in environmental data, agent type, coalition value, and …


Self-Organizing Neural Models Integrating Rules And Reinforcement Learning, Teck-Hou Teng, Zhong-Ming Tan, Ah-Hwee Tan Jun 2008

Self-Organizing Neural Models Integrating Rules And Reinforcement Learning, Teck-Hou Teng, Zhong-Ming Tan, Ah-Hwee Tan

Research Collection School Of Computing and Information Systems

Traditional approaches to integrating knowledge into neural network are concerned mainly about supervised learning. This paper presents how a family of self-organizing neural models known as fusion architecture for learning, cognition and navigation (FALCON) can incorporate a priori knowledge and perform knowledge refinement and expansion through reinforcement learning. Symbolic rules are formulated based on pre-existing know-how and inserted into FALCON as a priori knowledge. The availability of knowledge enables FALCON to start performing earlier in the initial learning trials. Through a temporal-difference (TD) learning method, the inserted rules can be refined and expanded according to the evaluative feedback signals received …


Improving Liquid State Machines Through Iterative Refinement Of The Reservoir, R David Norton Mar 2008

Improving Liquid State Machines Through Iterative Refinement Of The Reservoir, R David Norton

Theses and Dissertations

Liquid State Machines (LSMs) exploit the power of recurrent spiking neural networks (SNNs) without training the SNN. Instead, a reservoir, or liquid, is randomly created which acts as a filter for a readout function. We develop three methods for iteratively refining a randomly generated liquid to create a more effective one. First, we apply Hebbian learning to LSMs by building the liquid with spike-time dependant plasticity (STDP) synapses. Second, we create an eligibility based reinforcement learning algorithm for synaptic development. Third, we apply principles of Hebbian learning and reinforcement learning to create a new algorithm called separation driven synaptic modification …


Integrating Temporal Difference Methods And Self‐Organizing Neural Networks For Reinforcement Learning With Delayed Evaluative Feedback, Ah-Hwee Tan, Ning Lu, Dan Xiao Feb 2008

Integrating Temporal Difference Methods And Self‐Organizing Neural Networks For Reinforcement Learning With Delayed Evaluative Feedback, Ah-Hwee Tan, Ning Lu, Dan Xiao

Research Collection School Of Computing and Information Systems

This paper presents a neural architecture for learning category nodes encoding mappings across multimodal patterns involving sensory inputs, actions, and rewards. By integrating adaptive resonance theory (ART) and temporal difference (TD) methods, the proposed neural model, called TD fusion architecture for learning, cognition, and navigation (TD-FALCON), enables an autonomous agent to adapt and function in a dynamic environment with immediate as well as delayed evaluative feedback (reinforcement) signals. TD-FALCON learns the value functions of the state-action space estimated through on-policy and off-policy TD learning methods, specifically state-action-reward-state-action (SARSA) and Q-learning. The learned value functions are then used to determine the …


Implementation Of Reinforcement Learning In Game Strategy Design, Chien-Yu Lin Jan 2008

Implementation Of Reinforcement Learning In Game Strategy Design, Chien-Yu Lin

Theses Digitization Project

The purpose of this study is to apply reinforcement learning to the design of game strategy. In the gaming industry, the strategy used by computers to win a game is usually pre-programmed by game designers according to the game patterns or a set of rules.


Limitations And Extensions Of The Wolf-Phc Algorithm, Philip R. Cook Sep 2007

Limitations And Extensions Of The Wolf-Phc Algorithm, Philip R. Cook

Theses and Dissertations

Policy Hill Climbing (PHC) is a reinforcement learning algorithm that extends Q-learning to learn probabilistic policies for multi-agent games. WoLF-PHC extends PHC with the "win or learn fast" principle. A proof that PHC will diverge in self-play when playing Shapley's game is given, and WoLF-PHC is shown empirically to diverge as well. Various WoLF-PHC based modifications were created, evaluated, and compared in an attempt to obtain convergence to the single shot Nash equilibrium when playing Shapley's game in self-play without using more information than WoLF-PHC uses. Partial Commitment WoLF-PHC (PCWoLF-PHC), which performs best on Shapley's game, is tested on other …


Reinforcement Learning Neural-Network-Based Controller For Nonlinear Discrete-Time Systems With Input Constraints, Pingan He, Jagannathan Sarangapani Jan 2007

Reinforcement Learning Neural-Network-Based Controller For Nonlinear Discrete-Time Systems With Input Constraints, Pingan He, Jagannathan Sarangapani

Electrical and Computer Engineering Faculty Research & Creative Works

A novel adaptive-critic-based neural network (NN) controller in discrete time is designed to deliver a desired tracking performance for a class of nonlinear systems in the presence of actuator constraints. The constraints of the actuator are treated in the controller design as the saturation nonlinearity. The adaptive critic NN controller architecture based on state feedback includes two NNs: the critic NN is used to approximate the "strategic" utility function, whereas the action NN is employed to minimize both the strategic utility function and the unknown nonlinear dynamic estimation errors. The critic and action NN weight updates are derived by minimizing …


Fuzzy State Aggregation And Policy Hill Climbing For Stochastic Environments, Dean C. Wardell, Gilbert L. Peterson Sep 2006

Fuzzy State Aggregation And Policy Hill Climbing For Stochastic Environments, Dean C. Wardell, Gilbert L. Peterson

Faculty Publications

Reinforcement learning is one of the more attractive machine learning technologies, due to its unsupervised learning structure and ability to continually learn even as the operating environment changes. Additionally, by applying reinforcement learning to multiple cooperative software agents (a multi-agent system) not only allows each individual agent to learn from its own experience, but also opens up the opportunity for the individual agents to learn from the other agents in the system, thus accelerating the rate of learning. This research presents the novel use of fuzzy state aggregation, as the means of function approximation, combined with the fastest policy hill …


Fuzzy State Aggregation And Off-Policy Reinforcement Learning For Stochastic Environments, Dean C. Wardell, Gilbert L. Peterson May 2006

Fuzzy State Aggregation And Off-Policy Reinforcement Learning For Stochastic Environments, Dean C. Wardell, Gilbert L. Peterson

Faculty Publications

Reinforcement learning is one of the more attractive machine learning technologies, due to its unsupervised learning structure and ability to continually learn even as the environment it is operating in changes. This ability to learn in an unsupervised manner in a changing environment is applicable in complex domains through the use of function approximation of the domain’s policy. The function approximation presented here is that of fuzzy state aggregation. This article presents the use of fuzzy state aggregation with the current policy hill climbing methods of Win or Lose Fast (WoLF) and policy-dynamics based WoLF (PD-WoLF), exceeding the learning rate …


Learning Successful Strategies In Repeated General-Sum Games, Jacob W. Crandall Dec 2005

Learning Successful Strategies In Repeated General-Sum Games, Jacob W. Crandall

Theses and Dissertations

Many environments in which an agent can use reinforcement learning techniques to learn profitable strategies are affected by other learning agents. These situations can be modeled as general-sum games. When playing repeated general-sum games with other learning agents, the goal of a self-interested learning agent is to maximize its own payoffs over time. Traditional reinforcement learning algorithms learn myopic strategies in these games. As a result, they learn strategies that produce undesirable results in many games. In this dissertation, we develop and analyze algorithms that learn non-myopic strategies when playing many important infinitely repeated general-sum games. We show that, in …


Improving And Extending Behavioral Animation Through Machine Learning, Jonathan J. Dinerstein Apr 2005

Improving And Extending Behavioral Animation Through Machine Learning, Jonathan J. Dinerstein

Theses and Dissertations

Behavioral animation has become popular for creating virtual characters that are autonomous agents and thus self-animating. This is useful for lessening the workload of human animators, populating virtual environments with interactive agents, etc. Unfortunately, current behavioral animation techniques suffer from three key problems: (1) deliberative behavioral models (i.e., cognitive models) are slow to execute; (2) interactive virtual characters cannot adapt online due to interaction with a human user; (3) programming of behavioral models is a difficult and time-intensive process. This dissertation presents a collection of papers that seek to overcome each of these problems. Specifically, these issues are alleviated …


Reinforcement Learning-Based Output Feedback Control Of Nonlinear Systems With Input Constraints, Pingan He, Jagannathan Sarangapani Feb 2005

Reinforcement Learning-Based Output Feedback Control Of Nonlinear Systems With Input Constraints, Pingan He, Jagannathan Sarangapani

Electrical and Computer Engineering Faculty Research & Creative Works

A novel neural network (NN) -based output feedback controller with magnitude constraints is designed to deliver a desired tracking performance for a class of multi-input-multi-output (MIMO) discrete-time strict feedback nonlinear systems. Reinforcement learning in discrete time is proposed for the output feedback controller, which uses three NN: 1) a NN observer to estimate the system states with the input-output data; 2) a critic NN to approximate certain strategic utility function; and 3) an action NN to minimize both the strategic utility function and the unknown dynamics estimation errors. The magnitude constraints are manifested as saturation nonlinearities in the output feedback …


Variable Resolution Discretization In The Joint Space, Christopher K. Monson, Kevin Seppi, David Wingate, Todd S. Peterson Dec 2004

Variable Resolution Discretization In The Joint Space, Christopher K. Monson, Kevin Seppi, David Wingate, Todd S. Peterson

Faculty Publications

We present JoSTLe, an algorithm that performs value iteration on control problems with continuous actions, allowing this useful reinforcement learning technique to be applied to problems where a priori action discretization is inadequate. The algorithm is an extension of a variable resolution technique that works for problems with continuous states and discrete actions. Results are given that indicate that JoSTLe is a promising step toward reinforcement learning in a fully continuous domain.


Incremental Policy Learning: An Equilibrium Selection Algorithm For Reinforcement Learning Agents With Common Interests, Nancy Fulda, Dan A. Ventura Jul 2004

Incremental Policy Learning: An Equilibrium Selection Algorithm For Reinforcement Learning Agents With Common Interests, Nancy Fulda, Dan A. Ventura

Faculty Publications

We present an equilibrium selection algorithm for reinforcement learning agents that incrementally adjusts the probability of executing each action based on the desirability of the outcome obtained in the last time step. The algorithm assumes that at least one coordination equilibrium exists and requires that the agents have a heuristic for determining whether or not the equilibrium was obtained. In deterministic environments with one or more strict coordination equilibria, the algorithm will learn to play an optimal equilibrium as long as the heuristic is accurate. Empirical data demonstrate that the algorithm is also effective in stochastic environments and is able …


Solving Large Mdps Quickly With Partitioned Value Iteration, David Wingate Jun 2004

Solving Large Mdps Quickly With Partitioned Value Iteration, David Wingate

Theses and Dissertations

Value iteration is not typically considered a viable algorithm for solving large-scale MDPs because it converges too slowly. However, its performance can be dramatically improved by eliminating redundant or useless backups, and by backing up states in the right order. We present several methods designed to help structure value dependency, and present a systematic study of companion prioritization techniques which focus computation in useful regions of the state space. In order to scale to solve ever larger problems, we evaluate all enhancements and methods in the context of parallelizability. Using the enhancements, we discover that in many instances the limiting …


Target Sets: A Tool For Understanding And Predicting The Behavior Of Interacting Q-Learners, Nancy Fulda, Dan A. Ventura Sep 2003

Target Sets: A Tool For Understanding And Predicting The Behavior Of Interacting Q-Learners, Nancy Fulda, Dan A. Ventura

Faculty Publications

Reinforcement learning agents that interact in a common environment frequently affect each others’ perceived transition and reward distributions. This can result in convergence of the agents to a sub-optimal equilibrium or even to a solution that is not an equilibrium at all. Several modifications to the Q-learning algorithm have been proposed which enable agents to converge to optimal equilibria under specified conditions. This paper presents the concept of target sets as an aid to understanding why these modifications have been successful and as a tool to assist in the development of new modifications which are applicable in a wider range …


Dynamic Joint Action Perception For Q-Learning Agents, Nancy Fulda, Dan A. Ventura Jun 2003

Dynamic Joint Action Perception For Q-Learning Agents, Nancy Fulda, Dan A. Ventura

Faculty Publications

Q-learning is a reinforcement learning algorithm that learns expected utilities for state-action transitions through successive interactions with the environment. The algorithm's simplicity as well as its convergence properties have made it a popular algorithm for study. However, its non-parametric representation of utilities limits its effectiveness in environments with large amounts of perceptual input. For example, in multiagent systems, each agent may need to consider the action selections of its counterparts in order to learn effective behaviors. This creates a joint action space which grows exponentially with the number of agents in the system. In such situations, the Q-learning algorithm quickly …


Multiple Stochastic Learning Automata For Vehicle Path Control In An Automated Highway System, Cem Unsal, Pushkin Kachroo, John S. Bay Jan 1999

Multiple Stochastic Learning Automata For Vehicle Path Control In An Automated Highway System, Cem Unsal, Pushkin Kachroo, John S. Bay

Electrical & Computer Engineering Faculty Research

This paper suggests an intelligent controller for an automated vehicle planning its own trajectory based on sensor and communication data. The intelligent controller is designed using the learning stochastic automata theory. Using the data received from on-board sensors, two automata (one for lateral actions, one for longitudinal actions) can learn the best possible action to avoid collisions. The system has the advantage of being able to work in unmodeled stochastic environments, unlike adaptive control methods or expert systems. Simulations for simultaneous lateral and longitudinal control of a vehicle provide encouraging results