Demo Data from VLDB 2026 / reviewers in the wild / expert
Andrew G. Barto
dblp:a/AndrewGBarto
· DBLP profile ↗
71ranked-venue papers
10as first author
1since 2021 · last 2021
0000-0002-3581-1896ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 64 · 6 first-authorGraphics, computer vision, multimedia, augmented reality and games · 12Systems, architecture and hardware · 6Human-computer interaction and ubiquitous computing · 5 · 3 first-author · 1 since 2021Applied, interdisciplinary, general and emerging computing · 3Theory of computation · 1 · 1 first-author
Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.
| Artificial intelligence
54 papers |
Reinforcement learning · 68% Motion planning and robot control · 10% Robot manipulation · 4% | |
| Databases, data mining, and information retrieval
2 papers |
Data mining · 89% Information retrieval · 11% |
Topics — the 30 heaviest of 87, each with the papers that count most for it
| Topic | Weight | Papers | Last | Evidence papers |
|---|---|---|---|---|
Machine learning › Reinforcement learning › hierarchical reinforcement learning
skill learning |
0.6 | 4 | 2014 | Active Learning of Parameterized Skills · ICML 2014 Learning Parameterized Skills · ICML 2012 Autonomous Skill Acquisition on a Mobile Manipulator · AAAI 2011 |
Machine learning › Reinforcement learning
hierarchical reinforcement learning |
0.5 | 10 | 2011 | Constructing Skill Trees for Reinforcement Learning Agents from Demonstration Trajectories · NIPS 2010 Skill Discovery in Continuous Reinforcement Learning Domains using Skill Chaining · NIPS 2009 Identifying useful subgoals in reinforcement learning by local graph partitioning · ICML 2005 |
Machine learning › Reinforcement learning › hierarchical reinforcement learning › skill learning
skill discovery |
0.5 | 6 | 2011 | Clustering via Dirichlet Process Mixture Models for Portable Skill Discovery · NIPS 2011 Constructing Skill Trees for Reinforcement Learning Agents from Demonstration Trajectories · NIPS 2010 Skill Discovery in Continuous Reinforcement Learning Domains using Skill Chaining · NIPS 2009 |
Robotics › Motion planning and robot control
robot learning |
0.3 | 3 | 2014 | Learning parameterized motor skills on a humanoid robot · ICRA 2014 Autonomous Skill Acquisition on a Mobile Manipulator · AAAI 2011 Training and Tracking in Robotics · IJCAI 1985 |
Machine learning › Reinforcement learning
markov decision process |
0.3 | 4 | 2011 | Conjugate Markov Decision Processes · ICML 2011 Causal Graph Based Decomposition of Factored MDPs · J. Mach. Learn. Res. 2006 Decision Tree Methods for Finding Reusable MDP Homomorphisms · AAAI 2006 |
Machine learning › Reinforcement learning › exploration
efficient exploration |
0.2 | 2 | 2012 | TD-DeltaPi: A Model-Free Algorithm for Efficient Exploration · AAAI 2012 An intrinsic reward mechanism for efficient exploration · ICML 2006 |
Machine learning › Reinforcement learning
transfer learning in reinforcement learning |
0.2 | 2 | 2012 | Transfer in Reinforcement Learning via Shared Features · J. Mach. Learn. Res. 2012 Autonomous shaping: knowledge transfer in reinforcement learning · ICML 2006 |
Machine learning › Reinforcement learning › transfer learning in reinforcement learning
skill transfer |
0.2 | 2 | 2011 | Autonomous Skill Acquisition on a Mobile Manipulator · AAAI 2011 Building Portable Options: Skill Transfer in Reinforcement Learning · IJCAI 2007 |
Machine learning › Efficient and distributed learning
active learning |
0.2 | 1 | 2014 | Active Learning of Parameterized Skills · ICML 2014 |
Robotics › Motion planning and robot control › robot learning › sensorimotor learning
motor skill learning |
0.2 | 1 | 2014 | Learning parameterized motor skills on a humanoid robot · ICRA 2014 |
Machine learning › Reinforcement learning › curriculum reinforcement learning
task selection |
0.2 | 1 | 2014 | Active Learning of Parameterized Skills · ICML 2014 |
Machine learning › Reinforcement learning
exploration |
0.2 | 2 | 2012 | TD-DeltaPi: A Model-Free Algorithm for Efficient Exploration · AAAI 2012 Intrinsically Motivated Reinforcement Learning · NIPS 2004 |
Machine learning › Reinforcement learning
temporal difference learning |
0.2 | 2 | 2012 | Adaptive Step-Size for Online Temporal Difference Learning · AAAI 2012 Explaining Temporal Differences to Create Useful Concepts for Evaluating States · AAAI 1990 |
Machine learning › Optimization for machine learning › adaptive optimization
adaptive learning rate |
0.1 | 1 | 2012 | Adaptive Step-Size for Online Temporal Difference Learning · AAAI 2012 |
Machine learning › Representation and self-supervised learning › shared representation
feature sharing |
0.1 | 1 | 2012 | Transfer in Reinforcement Learning via Shared Features · J. Mach. Learn. Res. 2012 |
Machine learning › Reinforcement learning
model-free reinforcement learning |
0.1 | 1 | 2012 | TD-DeltaPi: A Model-Free Algorithm for Efficient Exploration · AAAI 2012 |
Machine learning › Learning theory
online learning |
0.1 | 1 | 2012 | Adaptive Step-Size for Online Temporal Difference Learning · AAAI 2012 |
Robotics › Robot manipulation
mobile manipulation |
0.1 | 1 | 2011 | Autonomous Skill Acquisition on a Mobile Manipulator · AAAI 2011 |
Data mining
clustering |
0.1 | 1 | 2011 | Clustering via Dirichlet Process Mixture Models for Portable Skill Discovery · NIPS 2011 |
Data mining › clustering › mixture modeling
dirichlet process mixture model |
0.1 | 1 | 2011 | Clustering via Dirichlet Process Mixture Models for Portable Skill Discovery · NIPS 2011 |
Machine learning › Reinforcement learning › markov decision process
factored MDP |
0.1 | 2 | 2006 | Causal Graph Based Decomposition of Factored MDPs · J. Mach. Learn. Res. 2006 A causal approach to hierarchical decomposition of factored MDPs · ICML 2005 |
Knowledge, reasoning and agents › Planning, search and constraint satisfaction › problem decomposition
hierarchical decomposition |
0.1 | 2 | 2006 | Causal Graph Based Decomposition of Factored MDPs · J. Mach. Learn. Res. 2006 A causal approach to hierarchical decomposition of factored MDPs · ICML 2005 |
Machine learning › Reinforcement learning › hierarchical reinforcement learning › temporal abstraction
options |
0.1 | 2 | 2007 | Deictic Option Schemas · IJCAI 2007 Relativized Options: Choosing the Right Transformation · ICML 2003 |
Robotics › Robot manipulation
learning from demonstration |
0.1 | 1 | 2010 | Constructing Skill Trees for Reinforcement Learning Agents from Demonstration Trajectories · NIPS 2010 |
Machine learning › Reinforcement learning › hierarchical reinforcement learning › option discovery
subgoal discovery |
0.1 | 3 | 2005 | Identifying useful subgoals in reinforcement learning by local graph partitioning · ICML 2005 Automatic Discovery of Subgoals in Reinforcement Learning using Diverse Density · ICML 2001 Using relative novelty to identify useful temporal abstractions in reinforcement learning · ICML 2004 |
Machine learning › Reinforcement learning › exploration
exploration-exploitation tradeoff |
0.1 | 3 | 2006 | An intrinsic reward mechanism for efficient exploration · ICML 2006 Local Bandit Approximation for Optimal Learning Problems · NIPS 1996 Using relative novelty to identify useful temporal abstractions in reinforcement learning · ICML 2004 |
Machine learning › Reinforcement learning › function approximation › representation learning for reinforcement learning
state abstraction |
0.1 | 2 | 2006 | Decision Tree Methods for Finding Reusable MDP Homomorphisms · AAAI 2006 Automated State Abstraction for Options using the U-Tree Algorithm · NIPS 2000 |
Machine learning › Reinforcement learning › hierarchical reinforcement learning
option discovery |
0.1 | 2 | 2004 | Using relative novelty to identify useful temporal abstractions in reinforcement learning · ICML 2004 PolicyBlocks: An Algorithm for Creating Useful Macro-Actions in Reinforcement Learning · ICML 2002 |
Graph algorithms and graph theory
centrality |
0.1 | 1 | 2008 | Skill Characterization Based on Betweenness · NIPS 2008 |
Robotics › Motion planning and robot control
robot control |
0.1 | 5 | 2001 | Robot Weightlifting By Direct Policy Search · IJCAI 2001 Cerebellar learning for control of a two-link arm in muscle space · ICRA 1997 Learning Admittance Mappings for Force-Guided Assembly · ICRA 1994 |
Methods — techniques the papers use, named apart from their topics
clustering · 0.3skill chaining · 0.2spatiotemporal kernel · 0.2skill reuse · 0.2regression model · 0.2policy space topology analysis · 0.2nonparametric bayesian model · 0.2acquisition criterion · 0.2linear function approximation · 0.1gradient descent · 0.1dirichlet process mixture model · 0.1betweenness centrality · 0.1state transition graph · 0.1local graph partitioning · 0.1reinforcement learning · 0.0dynamic model simulation · 0.0machine learning · 0.0exponentiated gradient descent · 0.0
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2021 | Looking Back on the Actor-Critic ArchitectureabstractThis retrospective describes the overall research project that gave rise to the authors' paper “Neuronlike adaptive elements that can solve difficult learning control problems” that was published in the 1983 Neural and Sensory Information Processing special issue of the IEEE Transactions on Systems, Man, and Cybernetics. This look back explains how this project came about, presents the ideas and previous publications that influenced it, and describes our most closely related subsequent research. It concludes by pointing out some noteworthy aspects of this article that have been eclipsed by its main contributions, followed by commenting on some of the directions and cautions that should inform future research. Andrew G. Barto, Richard S. Sutton, Charles W. Anderson |
IEEE Trans. Syst. Man Cybern. Syst. | 1 |
| 2015 | Online Bayesian changepoint detection for articulated motion modelsabstractWe introduce CHAMP, an algorithm for online Bayesian changepoint detection in settings where it is difficult or undesirable to integrate over the parameters of candidate models. CHAMP is used in combination with several articulation models to detect changes in articulated motion of objects in the world, allowing a robot to infer physically-grounded task information. We focus on three settings where a changepoint model is appropriate: objects with intrinsic articulation relationships that can change over time, object-object contact that results in quasi-static articulated motion, and assembly tasks where each step changes articulation relationships. We experimentally demonstrate that this system can be used to infer various types of information from demonstration data including causal manipulation models, human-robot grasp correspondences, and skill verification tests. Scott Niekum, Sarah Osentoski, Christopher G. Atkeson, Andrew G. Barto |
ICRA | 4 |
| 2014 | Active Learning of Parameterized SkillsabstractWe introduce a method for actively learning parameterized skills. Parameterized skills are flexible behaviors that can solve any task drawn from a distribution of parameterized reinforcement learning problems. Approaches to learning such skills have been proposed, but limited attention has been given to identifying which training tasks allow for rapid skill acquisition. We construct a non-parametric Bayesian model of skill performance and derive analytical expressions for a novel acquisition criterion capable of identifying tasks that maximize expected improvement in skill performance. We also introduce a spatiotemporal kernel tailored for non-stationary skill performance models. The proposed method is agnostic to policy and skill representation and scales independently of task dimensionality. We evaluate it on a non-linear simulated catapult control problem over arbitrarily mountainous terrains. Bruno C. da Silva 0001, George Dimitri Konidaris, Andrew G. Barto |
ICML | 3 |
| 2014 | Learning parameterized motor skills on a humanoid robotabstractWe demonstrate a sample-efficient method for constructing reusable parameterized skills that can solve families of related motor tasks. Our method uses learned policies to analyze the policy space topology and learn a set of regression models which, given a novel task, appropriately parameterizes an underlying low-level controller. By identifying the disjoint charts that compose the policy manifold, the method can separately model the qualitatively different sub-skills required for solving distinct classes of tasks. Such sub-skills are useful because they can be treated as new discrete, specialized actions by higher-level planning processes. We also propose a method for reusing seemingly unsuccessful policies as additional, valid training samples for synthesizing the skill, thus accelerating learning. We evaluate our method on a humanoid iCub robot tasked with learning to accurately throw plastic balls at parameterized target locations. Bruno C. da Silva 0001, Gianluca Baldassarre, George Dimitri Konidaris, Andrew G. Barto |
ICRA | 4 |
| 2014 | Optimal Behavioral HierarchyabstractHuman behavior has long been recognized to display hierarchical structure: actions fit together into subtasks, which cohere into extended goal-directed activities. Arranging actions hierarchically has well established benefits, allowing behaviors to be represented efficiently by the brain, and allowing solutions to new tasks to be discovered easily. However, these payoffs depend on the particular way in which actions are organized into a hierarchy, the specific way in which tasks are carved up into subtasks. We provide a mathematical account for what makes some hierarchies better than others, an account that allows an optimal hierarchy to be identified for any set of tasks. We then present results from four behavioral experiments, suggesting that human learners spontaneously discover optimal action hierarchies. Alec Solway, Carlos Diuk, Natalia Córdova, Debbie Yee, Andrew G. Barto, Yael Niv, Matt M. Botvinick |
PLoS Comput. Biol. | 5 |
| 2012 | Adaptive Step-Size for Online Temporal Difference LearningabstractThe step-size, often denoted as α, is a key parameter for most incremental learning algorithms. Its importance is especially pronounced when performing online temporal difference (TD) learning with function approximation. Several methods have been developed to adapt the step-size online. These range from straightforward back-off strategies to adaptive algorithms based on gradient descent. We derive an adaptive upper bound on the step-size parameter to guarantee that online TD learning with linear function approximation will not diverge. We then empirically evaluate algorithms using this upper bound as a heuristic for adapting the step-size parameter online. We compare performance with related work including HL(λ) and Autostep. Our results show that this adaptive upper bound heuristic out-performs all existing methods without requiring any meta-parameters. This effectively eliminates the need to tune the learning rate of temporal difference learning with linear function approximation. William Dabney, Andrew G. Barto |
AAAI | 2 |
| 2012 | TD-DeltaPi: A Model-Free Algorithm for Efficient ExplorationabstractWe study the problem of finding efficient exploration policies for the case in which an agent is momentarily not concerned with exploiting, and instead tries to compute a policy for later use. We first formally define the Optimal Exploration Problem as one of sequential sampling and show that its solutions correspond to paths of minimum expected length in the space of policies. We derive a model-free, local linear approximation to such solutions and use it to construct efficient exploration policies. We compare our model-free approach to other exploration techniques, including one with the best known PAC bounds, and show that ours is both based on a well-defined optimization problem and empirically efficient. Bruno C. da Silva 0001, Andrew G. Barto |
AAAI | 2 |
| 2012 | Learning Parameterized Skills
Bruno C. da Silva 0001, George Dimitri Konidaris, Andrew G. Barto |
ICML | 3 |
| 2012 | Learning and generalization of complex tasks from unstructured demonstrationsabstractWe present a novel method for segmenting demonstrations, recognizing repeated skills, and generalizing complex tasks from unstructured demonstrations. This method combines many of the advantages of recent automatic segmentation methods for learning from demonstration into a single principled, integrated framework. Specifically, we use the Beta Process Autoregressive Hidden Markov Model and Dynamic Movement Primitives to learn and generalize a multi-step task on the PR2 mobile manipulator and to demonstrate the potential of our framework to learn a large library of skills over time. Scott Niekum, Sarah Osentoski, George Dimitri Konidaris, Andrew G. Barto |
IROS | 4 |
| 2012 | Transfer in Reinforcement Learning via Shared Features
George Dimitri Konidaris, Ilya Scheidwasser, Andrew G. Barto |
J. Mach. Learn. Res. | 3 |
| 2011 | Autonomous Skill Acquisition on a Mobile ManipulatorabstractWe describe a robot system that autonomously acquires skills through interaction with its environment. The robot learns to sequence the execution of a set of innate controllers to solve a task, extracts and retains components of that solution as portable skills, and then transfers those skills to reduce the time required to learn to solve a second task. George Dimitri Konidaris, Scott Kuindersma, Roderic A. Grupen, Andrew G. Barto |
AAAI | 4 |
| 2011 | Conjugate Markov Decision Processes
Philip S. Thomas, Andrew G. Barto |
ICML | 2 |
| 2011 | Clustering via Dirichlet Process Mixture Models for Portable Skill DiscoveryabstractSkill discovery algorithms in reinforcement learning typically identify single states or regions in state space that correspond to task-specific subgoals. However, such methods do not directly address the question of how many distinct skills are appropriate for solving the tasks that the agent faces. This can be highly inefficient when many identified subgoals correspond to the same underlying skill, but are all used individually as skill goals. Furthermore, skills created in this manner are often only transferable to tasks that share identical state spaces, since corresponding subgoals across tasks are not merged into a single skill goal. We show that these problems can be overcome by clustering subgoal data defined in an agent-space and using the resulting clusters as templates for skill termination conditions. Clustering via a Dirichlet process mixture model is used to discover a minimal, sufficient collection of portable skills. Scott Niekum, Andrew G. Barto |
NIPS | 2 |
| 2010 | Constructing Skill Trees for Reinforcement Learning Agents from Demonstration TrajectoriesabstractWe introduce CST, an algorithm for constructing skill trees from demonstration trajectories in continuous reinforcement learning domains. CST uses a changepoint detection method to segment each trajectory into a skill chain by detecting a change of appropriate abstraction, or that a segment is too complex to model as a single skill. The skill chains from each trajectory are then merged to form a skill tree. We demonstrate that CST constructs an appropriate skill tree that can be further refined through learning in a challenging continuous domain, and that it can be used to segment demonstration trajectories on a mobile manipulator into chains of skills where each skill is assigned an appropriate abstraction. George Dimitri Konidaris, Scott Kuindersma, Andrew G. Barto, Roderic A. Grupen |
NIPS | 3 |
| 2009 | Efficient Skill Learning using Abstraction Selection
George Dimitri Konidaris, Andrew G. Barto |
IJCAI | 2 |
| 2009 | Skill Discovery in Continuous Reinforcement Learning Domains using Skill ChainingabstractWe introduce skill chaining, a skill discovery method for reinforcement learning agents in continuous domains, that builds chains of skills leading to an end-of-task reward. We demonstrate experimentally that it creates skills that result in performance benefits in a challenging continuous domain. George Dimitri Konidaris, Andrew G. Barto |
NIPS | 2 |
| 2008 | Skill Characterization Based on BetweennessabstractWe present a characterization of a useful class of skills based on a graphical representation of an agent's interaction with its environment. Our characterization uses betweenness, a measure of centrality on graphs. It may be used directly to form a set of skills suitable for a given environment. More importantly, it serves as a useful guide for developing online, incremental skill discovery algorithms that do not rely on knowing or representing the environment graph in its entirety. Özgür Simsek, Andrew G. Barto |
NIPS | 2 |
| 2007 | Repairing Disengagement With Non-Invasive Interventions
Ivon Arroyo, Kimberly Ferguson-Walter, Jeffrey Johns, Toby Dragon, Hasmik Meheranian, Don Fisher, Andrew G. Barto, Sridhar Mahadevan, Beverly P. Woolf |
AIED | 7 |
| 2007 | Building Portable Options: Skill Transfer in Reinforcement Learning
George Dimitri Konidaris, Andrew G. Barto |
IJCAI | 2 |
| 2007 | Deictic Option Schemas
Balaraman Ravindran, Andrew G. Barto, Vimal Mathew |
IJCAI | 2 |
| 2006 | Decision Tree Methods for Finding Reusable MDP Homomorphisms
Alicia P. Wolfe, Andrew G. Barto |
AAAI | 2 |
| 2006 | Autonomous shaping: knowledge transfer in reinforcement learningabstractWe introduce the use of learned shaping rewards in reinforcement learning tasks, where an agent uses prior experience on a sequence of tasks to learn a portable predictor that estimates intermediate rewards, resulting in accelerated learning in later tasks that are related but distinct. Such agents can be trained on a sequence of relatively easy tasks in order to develop a more informative measure of reward that can be transferred to improve performance on more difficult tasks without requiring a hand coded shaping function. We use a rod positioning task to show that this significantly improves performance even after a very brief training period. George Dimitri Konidaris, Andrew G. Barto |
ICML | 2 |
| 2006 | An intrinsic reward mechanism for efficient explorationabstractHow should a reinforcement learning agent act if its sole purpose is to efficiently learn an optimal policy for later use? In other words, how should it explore, to be able to exploit later? We formulate this problem as a Markov Decision Process by explicitly modeling the internal state of the agent and propose a principled heuristic for its solution. We present experimental results in a number of domains, also exploring the algorithm's use for learning a policy for a skill given its reward function---an important but neglected component of skill discovery. Özgür Simsek, Andrew G. Barto |
ICML | 2 |
| 2006 | Improving Intelligent Tutoring Systems: Using Expectation Maximization to Learn Student Skill Levels
Kimberly Ferguson-Walter, Ivon Arroyo, Sridhar Mahadevan, Beverly P. Woolf, Andrew G. Barto |
Intelligent Tutoring Systems | 5 |
| 2006 | Causal Graph Based Decomposition of Factored MDPsabstractWe present Variable Influence Structure Analysis, or VISA, an algorithm that performs hierarchical decomposition of factored Markov decision processes. VISA uses a dynamic Bayesian network model of actions, and constructs a causal graph that captures relationships between state variables. In tasks with sparse causal graphs VISA exploits structure by introducing activities that cause the values of state variables to change. The result is a hierarchy of activities that together represent a solution to the original task. VISA performs state abstraction for each activity by ignoring irrelevant state variables and lower-level activities. In addition, we describe an algorithm for constructing compact models of the activities introduced. State abstraction and compact activity models enable VISA to apply efficient algorithms to solve the stand-alone subtask associated with each activity. Experimental results show that the decomposition introduced by VISA can significantly accelerate construction of an optimal, or near-optimal, policy. Anders Jonsson 0001, Andrew G. Barto |
J. Mach. Learn. Res. | 2 |
| 2005 | A causal approach to hierarchical decomposition of factored MDPsabstractWe present Variable Influence Structure Analysis, an algorithm that dynamically performs hierarchical decomposition of factored Markov decision processes. Our algorithm determines causal relationships between state variables and introduces temporally-extended actions that cause the values of state variables to change. Each temporally-extended action corresponds to a subtask that is significantly easier to solve than the overall task. Results from experiments show great promise in scaling to larger tasks. Anders Jonsson 0001, Andrew G. Barto |
ICML | 2 |
| 2005 | Identifying useful subgoals in reinforcement learning by local graph partitioningabstractWe present a new subgoal-based method for automatically creating useful skills in reinforcement learning. Our method identifies subgoals by partitioning local state transition graphs---those that are constructed using only the most recent experiences of the agent. The local scope of our subgoal discovery method allows it to successfully identify the type of subgoals we seek---states that lie between two densely-connected regions of the state space while producing an algorithm with low computational cost. Özgür Simsek, Alicia P. Wolfe, Andrew G. Barto |
ICML | 3 |
| 2004 | Using relative novelty to identify useful temporal abstractions in reinforcement learningabstractWe present a new method for automatically creating useful temporal abstractions in reinforcement learning. We argue that states that allow the agent to transition to a different region of the state space are useful subgoals, and propose a method for identifying them using the concept of relative novelty. When such a state is identified, a temporally-extended activity (e.g., an option) is generated that takes the agent efficiently to this state. We illustrate the utility of the method in a number of tasks. Özgür Simsek, Andrew G. Barto |
ICML | 2 |
| 2004 | Reinforcement learning in the real worldabstractSummary form only given. Reinforcement learning refers to improving performance through trial-and-error experience. Although, modern computational approaches to reinforcement learning were inspired by animal learning, they have now branched out in a very several different directions. Some researchers are interested in finding high-quality approximate solutions to large-scale stochastic planning problems that are important for industry and government. Others are pursuing the goal of building intelligent, resourceful autonomous agents that, like animals, can succeed while acting in real-time in complex environments. While these goals have much in common - and they both involve the real world - they represent two very different perspectives on reinforcement learning and related methods. After first reviewing the major elements of modern reinforcement learning and its relationship to optimal control, other types of machine learning, and to neuroscience, I present several striking example applications and describe some of the latest research directed toward scaling up to ever more complex problems. I conclude by laying out a view of the future of reinforcement learning research, emphasizing that the issues that need to be addressed depend strongly on which type of reinforcement learning one has in mind. Andrew G. Barto |
IJCNN | 1 |
| 2004 | Intrinsically Motivated Reinforcement LearningabstractPsychologists call behavior intrinsically motivated when it is engaged in for its own sake rather than as a step toward solving a specific problem of clear practical value. But what we learn during intrinsically motivated behavior is essential for our development as competent autonomous en- tities able to efficiently solve a wide range of practical problems as they arise. In this paper we present initial results from a computational study of intrinsically motivated reinforcement learning aimed at allowing arti- ficial agents to construct and extend hierarchies of reusable skills that are needed for competent autonomy. 1 Introduction Psychologists distinguish between extrinsic motivation, which means being moved to do something because of some specific rewarding outcome, and intrinsic motivation, which refers to being moved to do something because it is inherently enjoyable. Intrinsic motiva- tion leads organisms to engage in exploration, play, and other behavior driven by curiosity in the absence of explicit reward. These activities favor the development of broad com- petence rather than being directed to more externally-directed goals (e.g., ref. [14]). In contrast, machine learning algorithms are typically applied to single problems and so do not cope flexibly with new problems as they arise over extended periods of time. Although the acquisition of competence may not be driven by specific problems, this com- petence is routinely enlisted to solve many different specific problems over the agent's lifetime. The skills making up general competence act as the "building blocks" out of which an agent can form solutions to new problems as they arise. Instead of facing each new challenge by trying to create a solution out of low-level primitives, it can focus on combining and adjusting its higher-level skills. In animals, this greatly increases the effi- ciency of learning to solve new problems, and our main objective is to achieve a similar efficiency in our machine learning algorithms and architectures. This paper presents an elaboration of the reinforcement learning (RL) framework [11] that encompasses the autonomous development of skill hierarchies through intrinsically mo- tivated reinforcement learning. We illustrate its ability to allow an agent to learn broad competence in a simple "playroom" environment. In a related paper [1], we provide more extensive background for this approach, whereas here the focus is more on algorithmic details. Lack of space prevents us from providing a comprehensive background to the many ideas to which our approach is connected. Many researchers have argued for this kind of devel- opmental approach in which an agent undergoes an extended developmental period dur- ing which collections of reusable skills are autonomously learned that will be useful for a wide range of later challenges (e.g., [4, 13]). The previous machine learning research most closely related is that of Schmidhuber (e.g., [8]) on confidence-based curiosity and the ideas of exploration and shaping bonuses [6, 10], although our definition of intrinsic re- ward differs from these. The most direct inspiration behind the experiment reported in this paper, comes from neuroscience. The neuromodulator dopamine has long been associated with reward learning [9]. Recent studies [2, 3] have focused on the idea that dopamine not only plays a critical role in the extrinsic motivational control of behaviors aimed at harvest- ing explicit rewards, but also in the intrinsic motivational control of behaviors associated with novelty and exploration. For instance, salient, novel sensory stimuli inspire the same sort of phasic activity of dopamine cells as unpredicted rewards. However, this activation extinguishes more or less quickly as the stimuli become familiar. This may underlie the fact that novelty itself has rewarding characteristics [7]. These connections are key components of our approach to intrinsically motivated RL. 2 Reinforcement Learning of Skills According to the "standard" view of RL (e.g., [11]) the agent-environment interaction is envisioned as the interaction between a controller (the agent) and the controlled system (the environment), with a specialized reward signal coming from a "critic" in the environment that evaluates (usually with a scalar reward value) the agent's behavior (Fig. 1A). The agent learns to improve its skill in controlling the environment in the sense of learning how to increase the total amount of reward it receives over time from the critic. External Environment Environment Actions Sensations Critic Internal Environment Critic Rewards Actions States Rewards Decisions States Agent Agent "Organism" A B Figure 1: Agent-Environment Interaction in RL. A: The usual view. B: An elaboration. Sutton and Barto [11] point out that one should not identify this RL agent with an entire animal or robot. An an animal's reward signals are determined by processes within its brain that monitor not only external state but also the animal's internal state. The critic is in an animal's head. Fig. 1B makes this more explicit by "factoring" the environment of Fig. 1A into an external environment and an internal environment, the latter of which contains the critic which determines primary reward. This scheme still includes cases in which reward is essentially an external stimulus (e.g., a pat on the head or a word of praise). These are simply stimuli transduced by the internal environment so as to generate the appropriate level of primary reward. The usual practice in applying RL algorithms is to formulate the problem one wants the agent to learn how to solve (e.g., win at backgammon) and define a reward function spe- cially tailored for this problem (e.g., reward = 1 on a win, reward = 0 on a loss). Sometimes considerable ingenuity is required to craft an appropriate reward function. The point of departure for our approach is to note that the internal environment contains, among other things, the organism's motivational system, which needs to be a sophisticated system that should not have to be redesigned for different problems. Handcrafting a different special- purpose motivational system (as in the usual RL practice) should be largely unnecessary. Skills--Autonomous mental development should result in a collection of reusable skills. But what do we mean by a skill? Our approach to skills builds on the theory of options [12]. Briefly, an option is something like a subroutine. It consists of 1) an option policy that directs the agent's behavior for a subset of the environment states, 2) an initiation set con- sisting of all the states in which the option can be initiated, and 3) a termination condition, which specifies the conditions under which the option terminates. It is important to note that an option is not a sequence of actions; it is a closed-loop control rule, meaning that it is responsive to on-going state changes. Furthermore, because options can invoke other options as actions, hierarchical skills and algorithms for learning them naturally emerge from the conception of skills as options. Theoretically, when options are added to the set of admissible agent actions, the usual Markov decision process (MDP) formulation of RL extends to semi-Markov decision processes (SMDPs), with the one-step actions now be- coming the "primitive actions." All of the theory and algorithms applicable to SMDPs can be appropriated for decision making and learning with options [12]. Two components of the the options framework are especially important for our approach: 1. Option Models: An option model is a probabilistic description of the effects of executing an option. As a function of an environment state where the option is initiated, it gives the probability with which the option will terminate at any other state, and it gives the total amount of reward expected over the option's execution. Option models can be learned from experience (usually only approximately) using standard methods. Option models allow stochastic planning methods to be extended to handle planning at higher levels of abstraction. 2. Intra-option Learning Methods: These methods allow the policies of many options to be updated simultaneously during an agent's interaction with the environment. If an option could have produced a primitive action in a given state, its policy can be updated on the basis of the observed consequences even though it was not directing the agent's behavior at the time. In most of the work with options, the set of options must be provided by the system designer. While an option's policy can be improved through learning, each option has to be prede- fined by providing its initiation set, termination condition, and the reward function that evaluates its performance. Many researchers have recognized the desirability of automati- cally creating options, and several approaches have recently been proposed (e.g., [5]). For the most part, these methods extract options from the learning system's attempts to solve a particular problem, whereas our approach creates options outside of the context of solving any particular problem. Developing Hierarchical Collections of Skills--Children accumulate skills while they engage in intrinsically motivated behavior, e.g., while at play. When they notice that some- thing they can do reliably results in an interesting consequence, they remember this in a form that will allow them to bring this consequence about if they wish to do so at a future time when they think it might contribute to a specific goal. Moreover, they improve the efficiency with which they bring about this interesting consequence with repetition, before they become bored and move on to something else. We claim that the concepts of an option and an option model are exactly appropriate to model this type of behavior. Indeed, one of our main contributions is a (preliminary) demonstration of this claim. 3 Intrinsically Motivated RL Our main departure from the usual application of RL is that our agent maintains a knowl- edge base of skills that it learns using intrinsic rewards. In most other regards, our ex- tended RL framework is based on putting together learning and planning algorithms for Loop forever Current state st, current primitive action at, current option ot, extrinsic reward ret, intrinsic reward rit Obtain next state st+1 //-- Deal with special case if next state is salient If st+1 is a salient event e If option for e, oe, does not exist in O (skill-KB) Create option oe in skill-KB; Add st to Ioe // initialize initiation set Set oe (st+1) = 1 // set termination probability //-- set intrinsic reward value ri = [1 - P oe (s t+1 t+1|st)] // is a constant multiplier else ri = 0 t+1 //-- Update all option models For each option o = oe in skill-KB (O) If st+1 Io, then add st to Io // grow initiation set If at is greedy action for o in state st //-- update option transition probability model P o(x|st) [(1 - o(st+1)P o(x|st+1) + o(st+1)st+1x] //-- update option reward model Ro(st) [re + (1 - o(s t t+1))Ro(st+1)] //-- Q-learning update of behavior action-value function QB(st, at) [re + ri + max t t aAO QB (st+1, a)] //-- SMDP-planning update of behavior action-value function For each option o in skill-KB QB(st, o) [Ro(st) + P o(x|s xS t) maxaAO QB (x, a)] //-- Update option action-value functions For each option o O such that st Io Qo(st, at) [re + (o(s t t+1) terminal value for option o) +(1 - o(st+1)) maxaAO Qo(st+1, a)] For each option o O such that st Io and o = o Qo(st, o ) Ro (st) + P o (x|s xS t)[o(x) terminal val for option o +((1 - o(x)) maxaAO Qo(x, a))] Choose at+1 using -greedy policy w.r.to QB // -- Choose next action //-- Determine next extrinsic reward Set ret+1 to the extrinsic reward for transition st, at st+1 Set st st+1; at at+1; re re ri t t+1; rit t+1 Figure 2: Learning Algorithm. Extrinsic reward is denoted re while intrinsic reward is denoted ri. Equations of the form x [y] are short for x (1-)x+[y]. The behavior action value function QB is updated using a combination of Q-learning and SMDP planning. Throughout is a discount factor and is the step-size. The option action value functions Qo are updated using intra-option Q-learning. Note that the intrinsic reward is only used in updating QB and not any of the Qo. options [12]. Behavior The agent behaves in its environment according to an -greedy policy with re- spect to an action-value function QB that is learned using a mix of Q-learning and SMDP planning as described in Fig. 2. Initially only the primitive actions are available to the agent. Over time, skills represented internally as options and their models also become available to the agent as action choices. Thus, QB maps states s and actions a (both primitive and options) to the expected long-term utility of taking that action a in state s. Salient Events In our current implementation we assume that the agent has intrinsic or hardwired notions of interesting or "salient" events in its environment. For example, in the playroom environment we present shortly, the agent finds changes in light and sound intensity to be salient. These are intended to be independent of any specific task and likely to be applicable to many environments. Reward In addition to the usual extrinsic rewards there are occasional intrinsic rewards generated by the agent's critic (see Fig. 1B). In this implementation, the agent's intrinsic reward is generated in a way suggested by the novelty response of dopamine neurons. The intrinsic reward for each salient event is proportional to the error in the prediction of the salient event according to the learned option model for that event (see Fig. 2 for detail). Skill-KB The agent maintains a knowledge base of skills that it has learned in its environ- ment. Initially this may be empty. The first time a salient event occurs, say light turned on, structures to learn an option that achieves that salient event (turn-light-on option) are created in the skill-KB. In addition, structures to learn an option model are also created. So for option o, Qo maps states s and actions a (again, both primitive and options) to the long-term utility of taking action a in state s. The option for a salient event terminates with probability one in any state that achieves that event and never terminates in any other state. The initiation set, Io, for an option o is incrementally expanded to includes states that lead to states in the current initiation set. Learning The details of the learning algorithm are presented in Fig. 2. 4 Playroom Domain: Empirical Results We implemented intrinsically motivated RL (of Fig. 2) in a simple artificial "playroom" domain shown in Fig. 3A. In the playroom are a number of objects: a light switch, a ball, a bell, two movable blocks that are also buttons for turning music on and off, as well as a toy monkey that can make sounds. The agent has an eye, a hand, and a visual marker (seen as a cross hair in the figure). The agent's sensors tell it what objects (if any) are under the eye, hand and marker. At any time step, the agent has the following actions available to it: 1) move eye to hand, 2) move eye to marker, 3) move eye one step north, south, east or west, 4) move eye to random object, 5) move hand to eye, and 6) move marker to eye. In addition, if both the eye and and hand are on some object, then natural operations suggested by the object become available, e.g., if both the hand and the eye are on the light switch, then the action of flicking the light switch becomes available, and if both the hand and eye are on the ball, then the action of kicking the ball becomes available (which when pushed, moves in a straight line to the marker). The objects in the playroom all have potentially interesting characteristics. The bell rings once and moves to a random adjacent square if the ball is kicked into it. The light switch controls the lighting in the room. The colors of any of the blocks in the room are only visible if the light is on, otherwise they appear similarly gray. The blue block if pressed turns music on, while the red block if pressed turns music off. Either block can be pushed and as a result moves to a random adjacent square. The toy monkey makes frightened sounds if simultaneously the room is dark and the music is on and the bell is rung. These objects were designed to have varying degrees of difficulty to engage. For example, to get the monkey to cry out requires the agent to do the following sequence of actions: 1) get its eye to the light switch, 2) move hand to eye, 3) push the light switch to turn the light on, 4) find the blue block with its eye, 5) move the hand to the eye, 6) press the blue block to turn music on, 7) find the light switch with its eye, 8) move hand to eye, 9) press light switch to turn light off, 10) find the bell with its eye, 11) move the marker to the eye, 12) find the ball with its eye, 13) move its hand to the ball, and 14) kick the ball to make the bell ring. Notice that if the agent has already learned how to turn the light on and off, how to turn music on, and how to make the bell ring, then those learned skills would be of obvious use in simplifying this process of engaging the toy monkey. A B C Performance of Learned Options Effect of Intrinsically Motivated Learning 10000 120 100 8000 80 Sound On Extrinsic Reward Only 6000 60 Light On Music On 4000 40 Toy Monkey On Intrinsic & Extrinsic Rewards 20 2000 0 Average # of Actions to Salient Event 0 0.5 1 1.5 2 2.5 0 Number of steps between extrinsic rewards 0 100 200 300 400 500 600 7 Number of Actions x 10 Number of extrinsic rewards Figure 3: A. Playroom domain. B. Speed of learning of various skills. C. The effect of intrinsically motivated learning when extrinsic reward is present. See text for details For this simple example, changes in light and sound intensity are considered salient by the playroom agent. Because the initial action value function, QB, is uninformative, the agent starts by exploring its environment randomly. Each first encounter with a salient event initiates the learning of an option and an option model for that salient event. For example, the first time the agent happens to turn the light on, it initiates the data structures necessary for learning and storing the light-on option. As the agent moves around the environment, all the options (initiated so far) and their models are simultaneously updated using intra-option learning. As shown in Fig. 2, the intrinsic reward is used to update QB. As a result, when the agent encounters an unpredicted salient event a few times, its updated action value function drives it to repeatedly attempt to achieve that salient event. There are two interesting side effects of this: 1) as the agent tries to repeatedly achieve the salient event, learning improves both its policy for doing so and its option-model that predicts the salient event, and 2) as its option policy and option model improve, the intrinsic reward diminishes and the agent gets "bored" with the associated salient event and moves on. Of course, the option policy and model become accurate in states the agent encounters frequently. Occasionally, the agent encounters the salient event in a state (set of sensor readings) that it has not encountered before, and it generates intrinsic reward again (it is "surprised"). A summary of results is presented in Fig. 4. Each panel of the figure is for a distinct salient event. The graph in each panel shows both the time steps at which the event occurs as well as the intrinsic reward associated by the agent to each occurrence. Each occurrence is denoted by a vertical bar whose height denotes the amount of associated intrinsic reward. Note that as one goes from top to bottom in this figure, the salient events become harder to achieve and, in fact, become more hierarchical. Indeed, the lowest one for turning on the monkey noise (Non) needs light on, music on, light off, sound on in sequence. A number of interesting results can be observed in this figure. First note that the salient events that are simpler to achieve occur earlier in time. For example, Lon (light turning on) and Loff (light turning off) are the simplest salient events, and the agent makes these happen quite early. The agent tries them a large number of times before getting bored and moving on to other salient events. The reward obtained for each of these events diminishes after repeated exposure to the event. Thus, automatically, the skill of achieving the simpler events are learned before those for the more complex events. Figure 4: Results from the playroom domain. Each panel depicts the occurrences of salient events as well as the associated intrinsic rewards. See text for details. Of course, the events keep happening despite their diminished capacity to reward because they are needed to achieve the more complex events. Consequently, the agent continues to turn the light on and off even after it has learned this skill because this is a step along the way toward turning on the music, as well as along the way toward turning on the monkey noise. Finally note that the more complex skills are learned relatively quickly once the required sub-skills are in place, as one can see by the few rewards the agent receives for them. The agent is able to bootstrap and build upon the options it has already learned for the simpler events. We confirmed the hierarchical nature of the learned options by inspecting the greedy policies for the more complex options like Non and Noff. The fact that all the options are successfully learned is also seen in Fig. 3B in which we show how long it takes to bring about the events at different points in the agent's experience (there is an upper cutoff of 120 steps). This figure also shows that the simpler skills are learned earlier than the more complex ones. An agent having a collection of skills learned through intrinsic reward can learn a wide variety of extrinsically rewarded tasks more easily than an agent lacking these skills. To illustrate, we looked at a playroom task in which extrinsic reward was available only if the agent succeeded in making the monkey cry out. This requires the 14 steps described above. This is difficult for an agent to learn if only the extrinsic reward is available, but much easier if the agent can use intrinsic reward to learn a collection of skills, some of which are relevant to the overall task. Fig. 3C compares the performance of two agents in this task. Each starts out with no knowledge of task, but one employs the intrinsic reward mechanism we have discussed above. The extrinsic reward is always available, but only when the monkey cries out. The figure, which shows the average of 100 repetitions of the experiment, clearly shows the advantage of learning with intrinsic reward. Discussion One of the key aspects of the Playroom example was that intrinsic reward was generated only by unexpected salient events. But this is only one of the simplest possibilities and has many limitations. It cannot account for what makes many forms of exploration and manipulation "interesting." In the future, we intend to implement compu- tational analogs of other forms of intrinsic motivation as suggested in the psychological, statistical, and neuroscience literatures. Despite the "toy" nature of this domain, these results are among the most sophisticated we have seen involving intrinsically motivated learning. Moreover, they were achieved quite directly by combining a collection of existing RL algorithms for learning options and option-models with a simple notion of intrinsic reward. The idea of intrinsic motivation for artificial agents is certainly not new, but we hope to have shown that the elaboration of the formal RL framework in the direction we have pursued, together with the use of recently- developed hierarchical RL algorithms, provides a fruitful basis for developing competently autonomous agents. Acknowledgement Satinder Singh and Nuttapong Chentanez were funded by NSF grant CCF 0432027 and by a grant from DARPA's IPTO program. Andrew Barto was funded by NSF grant CCF 0432143 and by a grant from DARPA's IPTO program. Satinder Singh 0001, Andrew G. Barto, Nuttapong Chentanez |
NIPS | 2 |
| 2003 | Relativized Options: Choosing the Right Transformation
Balaraman Ravindran, Andrew G. Barto |
ICML | 2 |
| 2003 | SMDP Homomorphisms: An Algebraic Approach to Abstraction in Semi-Markov Decision Processes
Balaraman Ravindran, Andrew G. Barto |
IJCAI | 2 |
| 2002 | PolicyBlocks: An Algorithm for Creating Useful Macro-Actions in Reinforcement Learning
Marc Pickett, Andrew G. Barto |
ICML | 2 |
| 2002 | The emergence of movement units through learning with noisy efferent signals and delayed sensory feedback
Michael Kositsky, Andrew G. Barto |
Neurocomputing | 2 |
| 2002 | Lyapunov Design for Safe Reinforcement Learning
Theodore J. Perkins, Andrew G. Barto |
J. Mach. Learn. Res. | 2 |
| 2002 | Building a Basic Block Instruction Scheduler with Reinforcement Learning and Rollouts
Amy McGovern, J. Eliot B. Moss, Andrew G. Barto |
Mach. Learn. | 3 |
| 2001 | Automatic Discovery of Subgoals in Reinforcement Learning using Diverse Density
Amy McGovern, Andrew G. Barto |
ICML | 2 |
| 2001 | Lyapunov-Constrained Action Sets for Reinforcement Learning
Theodore J. Perkins, Andrew G. Barto |
ICML | 2 |
| 2001 | Heuristic Search in Infinite State Spaces Guided by Lyapunov Analysis
Theodore J. Perkins, Andrew G. Barto |
IJCAI | 2 |
| 2001 | Robot Weightlifting By Direct Policy Search
Michael T. Rosenstein, Andrew G. Barto |
IJCAI | 2 |
| 2001 | The Emergence of Multiple Movement Units in the Presence of Noise and Feedback DelayabstractTangential hand velocity profiles of rapid human arm movements of- ten appear as sequences of several bell-shaped acceleration-deceleration phases called submovements or movement units. This suggests how the nervous system might efficiently control a motor plant in the presence of noise and feedback delay. Another critical observation is that stochastic- ity in a motor control problem makes the optimal control policy essen- tially different from the optimal control policy for the deterministic case. We use a simplified dynamic model of an arm and address rapid aimed arm movements. We use reinforcement learning as a tool to approximate the optimal policy in the presence of noise and feedback delay. Using a simplified model we show that multiple submovements emerge as an optimal policy in the presence of noise and feedback delay. The optimal policy in this situation is to drive the arm’s end point close to the target by one fast submovement and then apply a few slow submovements to accu- rately drive the arm’s end point into the target region. In our simulations, the controller sometimes generates corrective submovements before the initial fast submovement is completed, much like the predictive correc- tions observed in a number of psychophysical experiments. Michael Kositsky, Andrew G. Barto |
NIPS | 2 |
| 2000 | Machine Learning for Subproblem Selection
Robert Moll, Theodore J. Perkins, Andrew G. Barto |
ICML | 3 |
| 2000 | Combining Reinforcement Learning with a Local Control Algorithm
Jette Randløv, Andrew G. Barto, Michael T. Rosenstein |
ICML | 2 |
| 2000 | Automated State Abstraction for Options using the U-Tree AlgorithmabstractLearning a complex task can be significantly facilitated by defining a hierarchy of subtasks. An agent can learn to choose between various temporally abstract actions, each solving an assigned subtask, to accom(cid:173) plish the overall task. In this paper, we study hierarchical learning using the framework of options. We argue that to take full advantage of hier(cid:173) archical structure, one should perform option-specific state abstraction, and that if this is to scale to larger tasks, state abstraction should be au(cid:173) tomated. We adapt McCallum's U-Tree algorithm to automatically build option-specific representations of the state feature space, and we illus(cid:173) trate the resulting algorithm using a simple hierarchical task. Results suggest that automated option-specific state abstraction is an attractive approach to making hierarchical learning systems more effective. Anders Jonsson 0001, Andrew G. Barto |
NIPS | 2 |
| 1999 | A Cerebellar Model of Timing and Prediction in the Control of ReachingabstractA simplified model of the cerebellum was developed to explore its potential for adaptive, predictive control based on delayed feedback information. An abstract representation of a single Purkinje cell with multistable properties was interfaced, using a formalized premotor network, with a simulated single degree-of-freedom limb. The limb actuator was a nonlinear spring-mass system based on the nonlinear velocity dependence of the stretch reflex. By including realistic mossy fiber signals, as well as realistic conduction delays in afferent and efferent pathways, the model allowed the investigation of timing and predictive processes relevant to cerebellar involvement in the control of movement. The model regulates movement by learning to react in an anticipatory fashion to sensory feedback. Learning depends on training information generated from corrective movements and uses a temporally asymmetric form of plasticity for the parallel fiber synapses on Purkinje cells. Andrew G. Barto, Andrew H. Fagg, Nathan Sitkoff, James C. Houk |
Neural Comput. | 1 |
| 1998 | Learning Instance-Independent Value Functions to Enhance Local Search
Robert Moll, Andrew G. Barto, Theodore J. Perkins, Richard S. Sutton |
NIPS | 2 |
| 1998 | Elevator Group Control Using Multiple Reinforcement Learning Agents
Robert H. Crites, Andrew G. Barto |
Mach. Learn. | 2 |
| 1998 | Reinforcement Learning: An Introduction
Richard S. Sutton, Andrew G. Barto |
IEEE Trans. Neural Networks | 2 |
| 1997 | Cerebellar learning for control of a two-link arm in muscle spaceabstractBiological control systems have long been studied as possible inspiration for the construction of robotic controllers. The cerebellum is known to be involved in the production and learning of smooth, coordinated movements. In this paper, we present a model of cerebellar control of a muscle-actuated, two-link, planar arm. The model learns in a trial-and-error fashion to produce bursts of muscle activity that accurately bring the arm to a specified target. When the cerebellum fails to bring the arm to the target, an extra-cerebellar module performs four-quality corrective movements, from which the cerebellum may update its program. In learning to perform the task, the cerebellum constructs an implicit inverse model of the plant. This model uses a combination of delayed sensory signals and recently-generated motor commands to compute the new output motor signal. Andrew H. Fagg, Nathan Sitkoff, Andrew G. Barto, James C. Houk |
ICRA | 3 |
| 1997 | Automated Aircraft Recovery via Reinforcement Learning: Initial Experiments
Jeffrey F. Monaco, David G. Ward, Andrew G. Barto |
NIPS | 3 |
| 1996 | Local Bandit Approximation for Optimal Learning Problems
Michael O. Duff, Andrew G. Barto |
NIPS | 2 |
| 1996 | Reinforcement Learning for Mixed Open-loop and Closed-loop Control
Eric A. Hansen, Andrew G. Barto, Shlomo Zilberstein |
NIPS | 2 |
| 1996 | Text-Based Information Retrieval Using Exponentiated Gradient Descent
Ron Papka, Jamie Callan, Andrew G. Barto |
NIPS | 3 |
| 1996 | Linear Least-Squares Algorithms for Temporal Difference Learning
Steven J. Bradtke, Andrew G. Barto |
Mach. Learn. | 2 |
| 1995 | A Predictive Switching Model of Cerebellar Movement Control
Andrew G. Barto, James C. Houk |
NIPS | 1 |
| 1995 | Improving Elevator Performance Using Reinforcement Learning
Robert H. Crites, Andrew G. Barto |
NIPS | 2 |
| 1995 | Learning to Act Using Real-Time Dynamic Programming
Andrew G. Barto, Steven J. Bradtke, Satinder Singh 0001 |
Artif. Intell. | 1 |
| 1994 | Learning Admittance Mappings for Force-Guided AssemblyabstractWe present a practical method for autonomous synthesis of appropriate admittance behavior for robust high-precision robotic assembly. Because our approach relies on online learning of the appropriate admittance through repeated attempts at the assembly operation, we are able to circumvent the problems alternative approaches have in trying to model the interactions between the robot and its environment. Test results on the peg-in-hole insertion task show that the performance of our approach compares favorably with that of other methods recently proposed for high-precision chamferless peg-in-hole insertion.> Vijaykumar Gullapalli, Andrew G. Barto, Roderic A. Grupen |
ICRA | 2 |
| 1994 | An Actor/Critic Algorithm that is Equivalent to Q-LearningabstractWe prove the convergence of an actor/critic algorithm that is equiv(cid:173) alent to Q-Iearning by construction. Its equivalence is achieved by encoding Q-values within the policy and value function of the ac(cid:173) tor and critic. The resultant actor/critic algorithm is novel in two ways: it updates the critic only when the most probable action is executed from any given state, and it rewards the actor using cri(cid:173) teria that depend on the relative probability of the action that was executed. Robert H. Crites, Andrew G. Barto |
NIPS | 2 |
| 1993 | Monte Carlo Matrix Inversion and Reinforcement Learning
Andrew G. Barto, Michael O. Duff |
NIPS | 1 |
| 1993 | Convergence of Indirect Adaptive Asynchronous Value Iteration Algorithms
Vijaykumar Gullapalli, Andrew G. Barto |
NIPS | 2 |
| 1993 | Robust Reinforcement Learning in Motion Planning
Satinder Singh 0001, Andrew G. Barto, Roderic A. Grupen, Christopher I. Connolly |
NIPS | 2 |
| 1992 | Learning reactive admittance controlabstractA peg-in-hole insertion task is used as an example to illustrate the utility of direct associative reinforcement learning methods for learning control under real-world conditions of uncertainty and noise. An associative reinforcement learning system has to learn appropriate actions in various situations through a search guided by evaluative performance feedback The authors used such a learning system, implemented as a connectionist network, to learn active compliant control for peg-in-hole insertion. The results indicated that direct reinforcement learning can be used to learn a reactive control strategy that works well even in the presence of a high degree of noise and uncertainty.> Vijaykumar Gullapalli, Roderic A. Grupen, Andrew G. Barto |
ICRA | 3 |
| 1991 | A Cortico-Cerebellar Model that Learns to Generate Distributed Motor Commands to Control a Kinematic Arm
N. E. Berthier, Satinder Singh 0001, Andrew G. Barto, James C. Houk |
NIPS | 3 |
| 1990 | Explaining Temporal Differences to Create Useful Concepts for Evaluating States
Richard C. Yee, Sharad Saxena, Paul E. Utgoff, Andrew G. Barto |
AAAI | 4 |
| 1990 | Cerebellar control of endpoint position-a simulation modelabstractThe ability of a neural network model of the cerebellum to control a nonlinear dynamical model of the neuromuscular system is explored. The cerebellum is represented by adjustable pattern generator (APG) modules capable of commanding movements from arbitrary starting positions to specific endpoints. The network is trained to match endpoints to visual targets using a biologically motivated learning rule. Neural signals recorded from a monkey subject helped to guide realistic simulations. The simulation results illustrate how commanded velocity automatically increases when the initial position of the limb is farther from the target position. The mechanism of this `feedforward' compensation can be traced to a smaller value of limb position input during the preselection period. The decreased excitation serves to increase the number of Purkinje cells that get switched to an off state before the movement begins, and the resultant decrease in loop inhibition leads to a larger commanded velocity. The simulations also demonstrate how limited feedback through the cerebellum can be used, without the threat of instability, to regulate the achievement of a targeted endpoint T. Sinkjaer, Andrew G. Barto, James C. Houk |
IJCNN | 3 |
| 1989 | Sequential Decision Probelms and Neural Networks
Andrew G. Barto, Richard S. Sutton, Christopher J. C. H. Watkins |
NIPS | 1 |
| 1985 | Training and Tracking in Robotics
Oliver G. Selfridge, Richard S. Sutton, Andrew G. Barto |
IJCAI | 3 |
| 1985 | Pattern-recognizing stochastic learning automataabstractA class of learning tasks is described that combines aspects of learning automation tasks and supervised learning pattern-classification tasks. These tasks are called associative reinforcement learning tasks. An algorithm is presented, called the associative reward-penalty, or AR-Palgorithm for which a form of optimal performance is proved. This algorithm simultaneously generalizes a class of stochastic learning automata and a class of supervised learning pattern-classification methods related to the Robbins-Monro stochastic approximation procedure. The relevance of this hybrid algorithm is discussed with respect to the collective behaviour of learning automata and the behaviour of networks of pattern-classifying adaptive elements. Simulation results are presented that illustrate the associative reinforcement learning task and the performance of the AR-Palgorithm as compared with that of several existing algorithms. Andrew G. Barto, P. Anandan 0001 |
IEEE Trans. Syst. Man Cybern. | 1 |
| 1983 | Neuronlike adaptive elements that can solve difficult learning control problemsabstractIt is shown how a system consisting of two neuronlike adaptive elements can solve a difficult learning control problem. The task is to balance a pole that is hinged to a movable cart by applying forces to the cart's base. It is argued that the learning problems faced by adaptive elements that are components of adaptive networks are at least as difficult as this version of the pole-balancing problem. The learning system consists of a single associative search element (ASE) and a single adaptive critic element (ACE). In the course of learning to balance the pole, the ASE constructs associations between input and output by searching under the influence of reinforcement feedback, and the ACE constructs a more informative evaluation function than reinforcement feedback alone can provide. The differences between this approach and other attempts to solve problems using neurolike elements are discussed, as is the relation of this work to classical and instrumental conditioning in animal learning studies and its possible implications for research in the neurosciences. Andrew G. Barto, Richard S. Sutton, Charles W. Anderson |
IEEE Trans. Syst. Man Cybern. | 1 |
| 1978 | A Note on Pattern Reproduction in Tessellation Structures
Andrew G. Barto |
J. Comput. Syst. Sci. | 1 |