Feature Reinforcement Learning: State of the Art

نویسندگان

  • Mayank Daswani
  • Peter Sunehag
  • Marcus Hutter
چکیده

Feature reinforcement learning was introduced five years ago as a principled and practical approach to history-based learning. This paper examines the progress since its inception. We now have both model-based and model-free cost functions, most recently extended to the function approximation setting. Our current work is geared towards playing ATARI games using imitation learning, where we use Feature RL as a feature selection method for high-dimensional domains. This paper is a brief summary of the progress so far in the Feature Reinforcement Learning framework (FRL) (Hutter 2009a), along with a small section on current research. FRL focuses on the general reinforcement learning problem where an agent interacts with an environment in cycles of action, observation-reward. The goal of the agent is to maximise an aggregation of the reward. The most traditional form of this general problem constrains the observations (and rewards) to be states which satisfy the Markov property, i.e. P (ot|o1:t−1) = P (ot|ot−1) and is called a Markov Decision Process (MDP) (Puterman 1994). A less constrained form is Partially Observable Markov Decision Processes (Kaelbling, Littman, and Cassandra 1998) when these observations are generated from some unobservable underlying Markov Decision Process. Feature Reinforcement Learning (Hutter 2009a) is one way of dealing with the general RL problem, by reducing it to an MDP. It aims to construct a map from the history of an agent, which is its action-observation-reward cycles so far, to an MDP state. Traditional RL methods can then be used on the derived MDP to form a policy (a mapping from these states to actions). FRL fits in the category of a history-based approach. U-tree (McCallum 1996) is a different example of the history-based approach which uses a tree-based representation of the value function where nodes are split based on a local criterion. The cost in FRL is global, maps are accepted or rejected based on an evaluation of the whole map. While the idea behind FRL is simple, there are several choices to be made. What space do we draw the maps from, and how do we pick the one that fits our data so far? In the best case, we’d like to choose a map φ from the space of all possible (computable) functions on histories, but this is Copyright c © 2014, Association for the Advancement of Artificial Intelligence (www.aaai.org). All rights reserved. intractable in practice and the choice of a smaller hypothesis class can encode useful knowledge and improve learning speed. We define a cost-function that ideally measures how well φ maps the process to an MDP. The problem of searching through the map class for the best map φ∗ is addressed via a stochastic search method. Taking a step back from the history-based learning problem, we can frame the general RL problem as trying to find a map from a very-high dimensional input space, namely that of all possible histories to a policy representation that allows us to perform well in the given environment. This policy representation is often in the form of a value function but it does not have to be. The model-based feature RL framework (Hutter 2009a; 2009b) tries to build an MDP space first, and then find a value function for that MDP. A model-free approach (Daswani, Sunehag, and Hutter 2013) goes straight for the value function representation without trying to build an MDP model. This approach easily extends to function approximation. Note that this representation of a general RL problem as a problem in a very-high dimensional input space allows us to use feature RL in the traditional learning setting for feature selection in function approximation problems. Instead of features of the history, our features are now that of the MDP state. The cost function now selects for the smallest subset of features that can represent our model or the valuefunction. Our current work is on using the value-based cost both in the off-policy and on-policy setting to deal with domains within the scope of the Arcade Learning Environment (Bellemare et al. 2013). The outline of this paper is as follows. Section 1 outlines some notation and relevant background, Section 2 deals with some related work, Section 3 looks at the Cost functions that have been examined in the FRL setting so far, and summarises the successes of the method. We conclude in Section 4.

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تاریخ انتشار 2014