The UT Austin Villa RoboCup 2003 Four-Legged Team was a new entry in the ongoing series of RoboCup legged league ompetitions. The team development began in mid-January of 2003, at whi h time none of the team members had any familiarity with the Aibos. Without using any RoboCup-related ode from other teams, we entered a team in the Ameri an Open ompetition at the end of April, and met with some su ess at the annual RoboCup ompetition that took pla e in Padova, Italy at the beginning of July. In this report, we des ribe both our development pro ess and the te hni al details of its end result, the UT Austin Villa team. The main ontributions of this paper are (i) a roadmap for new teams entering the ompetition who are starting from s rat h, and (ii) full do umentation of the algorithms behind our approa h with the goal of making them fully repli able.
Innovations such as optimistic exploration, function approximation, and hierarchical decomposition have helped scale, reinforcement learning to more complex environments, but these three ideas have rarely been studied together. This paper develops a unified framework that formalizes these algorithmic contributions as, operators on learned models of the environment. Our formalism reveals some synergies among these innovations, and it, suggests a straight forward way to compose them. The resulting algorithm, Fitted R-MAXQ, is the first to combine the function approximation of fitted algorithms, the efficient; model-based exploration of R-MAX, and the hierarchical decompostion of MAXQ.
Despite decades of research into artificial intelligence, today’s computer systems still require extensive manual effort to program and to customize to our needs. These current limitations motivate my research, which aims to create autonomous agents that can adapt to the complexities and uncertainties of the real world. I hope to develop what I believe is the missing ingredient: knowledge representations and algorithms that are simultaneously grounded in experience yet abstract enough to permit effective reasoning. Much of my work builds upon the foundation of reinforcement learning, a computational framework for learning behaviors from experience. Its emphasis on interaction data over prior knowledge leads to algorithms that are designed to handle arbitrary environments but that learn too inefficiently for many actual applications. My doctoral thesis grants learning agents inductive biases that fit general forms of real-world structure. Hierarchy plays a particularly important role in how I allow agents to generalize more effectively from finite data to infinite environments. Apart from my contributions to fundamental learning algorithms, I also have hands-on experience with promising application domains. I worked on a practical hybrid algorithm for combining reinforcement learning with human expertise in an autonomic computing setting, and I designed a hierarchical behavior-execution framework for a team of soccer-playing AIBO robots. My experience with these projects has convinced me that even these complex environments are now within the reach of learning algorithms that map effectively between low-level data and high-level concepts. This theme of abstracting deep structure from surface experience pervades my research.
Reinforcement learningagents typically require a significant amount of data before performing well on complex tasks. Transfer learningmethods have made progress reducing sample complexity, but they have primarily been applied to model-free learning methods, not more data-efficient model-based learning methods. This paper introduces timbrel, a novel method capable of transferring information effectively into a model-based reinforcement learning algorithm. We demonstrate that timbrelcan significantly improve the sample efficiency and asymptotic performance of a model-based algorithm when learning in a continuous state space. Additionally, we conduct experiments to test the limits of timbrel's effectiveness.
The hierarchical structure of real-world problems has motivated extensive research into temporal abstractions for reinforcement learning, but precisely how these abstractions allow agents to improve their learning performance is not well understood. This paper investigates the connection between temporal abstraction and an agent's exploration policy, which determines how the agent's performance improves over time. Experimental results with standard methods for incorporating temporal abstractions show that these methods benefit learning only in limited contexts. The primary contribution of this paper is a clearer understanding of how hierarchical decompositions interact with reinforcement learning algorithms, with important consequences for the manual design or automatic discovery of action hierarchies.
Hierarchical decomposition promises to help scale reinforcement learning algorithms naturally to real-world problems by exploiting their underlying structure. Model-based algorithms, which provided the first finite-time convergence guarantees for reinforcement learning, may also play an important role in coping with the relative scarcity of data in large environments. In this paper, we introduce an algorithm that fully integrates modern hierarchical and model-learning methods in the standard reinforcement learning setting. Our algorithm, R-maxq, inherits the efficient model-based exploration of the R-max algorithm and the opportunities for abstraction provided by the MAXQ framework. We analyze the sample complexity of our algorithm, and our experiments in a standard simulation environment illustrate the advantages of combining hierarchies and models.
In popular fiction, artificially intelligent agents experience the same world as humans. A spacecraft computer in 2001: A Space Odyssey can attempt to stop the astronauts who want to deactivate it. A droid in Star Wars can infiltrate a space station and help rescue a princess. A robot in Short Circuit can discover the value of life and reject its military programming. These machines have the capacity to behave effectively in novel situations that their creators could not have explicitly anticipated.
Modern reinforcement learning algorithms effectively exploit experience data sampled from an unknown controlled dynamical system to compute a good control policy, but to obtain the necessary data they typically rely on naive exploration mechansisms or human domain knowledge. Approaches that first learn a model offer improved exploration in finite problems, but discrete model representations do not extend directly to continuous problems. This paper develops a method for approximating continuous models by fitting data to a finite sample of states, leading to finite representations compatible with existing model-based exploration mechanisms. Experiments with the resulting family of fitted-model reinforcement learning algorithms reveals the critical importance of how the continuous model is generalized from finite data. This paper demonstrates instantiations of fitted-model algorithms that lead to faster learning on benchmark problems than contemporary model-free RL algorithms that only apply generalization in estimating action values. Finally, the paper concludes that in continuous problems, the exploration-exploitation tradeoff is better construed as a balance between exploration and generalization.
Reinforcement Learning (RL) provides a promising new approach to systems performance management that differs radically from standard queuing-theoretic approaches making use of explicit system performance models. In principle, RL can automatically learn high-quality management policies without an explicit performance model or traffic model and with little or no built-in system specific knowledge. In our original work [1], [2], [3] we showed the feasibility of using online RL to learn resource valuation estimates (in lookup table form) which can be used to make high-quality server allocation decisions in a multi-application prototype Data Center scenario. The present work shows how to combine the strengths of both RL and queuing models in a hybrid approach in which RL trains offline on data collected while a queuing model policy controls the system. By training offline we avoid suffering potentially poor performance in live online training. We also now use RL to train nonlinear function approximators (e.g. multi-layer perceptrons) instead of lookup tables; this enables scaling to substantially larger state spaces. Our results now show that in both open-loop and closed-loop traffic, hybrid RL training can achieve significant performance improvements over a variety of initial model-based policies. We also find that, as expected, RL can deal effectively with both transients and switching delays, which lie outside the scope of traditional steady-state queuing theory.
Reinforcement learning promises a generic method for adapting agents to arbitrary tasks in arbitrary stochastic environments, but applying it to new real-world problems remains difficult, a few impressive success stories notwithstanding. Most interesting agent-environment systems have large state spaces, so performance depends crucially on efficient generalization from a small amount of experience. Current algorithms rely on model-free function approximation, which estimates the long-term values of states and actions directly from data and assumes that actions have similar values in similar states. This paper proposes model-based function approximation, which combines two forms of generalization by assuming that in addition to having similar values in similar states, actions also have similar effects. For one family of generalization schemes known as averagers, computation of an approximate value function from an approximate model is shown to be equivalent to the computation of the exact value function for a finite model derived from data. This derivation both integrates two independent sources of generalization and permits the extension of model-based techniques developed for finite problems. Preliminary experiments with a novel algorithm, AMBI (Approximate Models Based on Instances), demonstrate that this approach yields faster learning on some standard benchmark problems than many contemporary algorithms.
Model-based approaches to reinforcement learning exhibit low sample complexity while learning nearly optimal policies, but they are generally restricted to finite domains. Meanwhile, function approximation addresses continuous state spaces but typically weakens convergence guarantees. In this work, we develop a new algorithm that combines the strengths of Kernel-Based Reinforcement Learning, which features instance-based state representation and kernel-based function approximation, and Prioritized Sweeping, which features model-based exploration. The resulting algorithm, Kernel-Based Prioritized Sweeping, empirically converges to good policies in continuous domains with relatively small amounts of data.
Reinforcement Learning (RL) holds particular promise in an emerging application domain of performance management of computing systems. In recent work, online RL yielded effective server allocation policies in a prototype Data Center, without explicit system models or built-in domain knowledge. This paper presents a substantially improved and more practical “hybrid” approach, in which RL trains offline on data collected while a queuing-theoretic policy controls the system. This approach avoids potentially poor performance in live online training. Additionally we use nonlinear function approximators instead of tabular value functions; this greatly improves scalability, and surprisingly, eliminated the need for exploratory actions. In experiments using both open-loop and closed-loop traffic as well as large switching delays, our results show significant performance improvement over state-of-art queuing model policies.
Mobile robots must cope with uncertainty from many sources along the path from interpreting raw sensor inputs to behavior selection to execution of the resulting primitive actions. This article identifies several such sources and introduces methods for (i) reducing uncertainty and (ii) making decisions in the face of uncertainty. We present a complete vision-based robotic system that includes several algorithms for learning models that are useful and necessary for planning, and then place particular emphasis on the planning and decision-making capabilities of the robot. Specifically, we present models for autonomous color calibration, autonomous sensor and actuator modeling, and an adaptation of particle filtering for improved localization on legged robots. These contributions enable effective planning under uncertainty for robots engaged in goal-oriented behavior within a dynamic, collaborative and adversarial environment. Each of our algorithms is fully implemented and tested on a commercial off-the-shelf vision-based quadruped robot.
Autonomous place detection has long been a major hurdle to topological map-building techniques. Theoretical work on topological mapping has assumed that places can be reliably detected by a robot, resulting in deterministic actions. Whether or not deterministic place detection is always achievable is controversial; however, even topological mapping algorithms that assume non-determinism benefit from highly reliable place detection. Unfortunately, topological map-building implementations often have handcoded place detection algorithms that are brittle and domain dependent.This paper presents an algorithm for reliable autonomous place detection that is sensor and domain independent. A preliminary implementation of this algorithm for an indoor robot has demonstrated reliable place detection in real-world environments, with no a priori environmental knowledge. The implementation uses a local, scrolling 2D occupancy grid and a real-time calculated Voronoi graph to find the skeleton of the free space in the local surround. In order to utilize the place detection algorithm in non-corridor environments, we also introduce the extended Voronoi graph (E VG), which seamlessly transitions from a skeleton of a midline in corridors to a skeleton that follows walls in rooms larger than the local scrolling map.
-Abstraction is a powerful form of domain knowledge that allows reinforcement-learning agents to cope with complex environments, but in most cases a human must supply this knowledge. In the absence of such prior knowledge or a given model, we propose an algorithm for the automatic discovery of state abstraction from policies learned in one domain for use in other domains that have similar structure. To this end, we introduce a novel condition for state abstraction in terms of the relevance of state features to optimal behavior, and we exhibit statistical methods that detect this condition robustly Finally, we show how to apply temporal abstraction to benefit safely from even partial state abstraction in the presence of generalization error.
Standard reinforcement learning algorithms generate polices that optimize expected future rewards in a priori unknown domains, but they assume that the domain does not change over time. Prior work cast the reinforcement learning problem as a Bayesian estimation problem, using experience data to condition a probability distribution over domains. In this paper we propose an elaboration of the typical Bayesian model that accounts for the possibility that some aspect of the domain changes spontaneously during learning. We develop a reinforcement learning algorithm based on this model that we expect to react more intelligently to sudden changes in the behavior of the environment.
We present a new hybrid approach to performance management, combining disparate strengths of Reinforcment Learning (RL) with model-based (e.g. queuing-theoretic) approaches. Our method trains nonlinear function approximators using offline RL on data collected while a model-based policy controls the system. By training offline we avoid potentially poor performance in live online training, while f unction approximation allows generalization across both states and actions, so that the need for exploratory actions may be greatly reduced. Our results show that, in a prototype resource allocation scenario among multiple web applications, hybrid RL training can achieve significant performance improvements over a variety of initial queuing model-based policies. We also find that, as expected, RL can deal effectively with both transients and switching delays, which lie outside the scope of traditional steady-state queuing theo ry.
Gerry Tesauro合作论文数Thomas J. Watson Research Center, IBM Research4
David Pardoe合作论文数Department of Computer Sciences|University of Texas at Austin1