VLDB 2026 Research / reviewers in the wild / expert
Michael L. Littman
dblp:l/MLLittman · also Michael Littman 0002
· DBLP profile ↗
144ranked-venue papers
15as first author
21since 2021 · last 2026
0000-0002-5596-1840ORCID · verified
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 130 · 15 first-author · 18 since 2021Graphics, computer vision, multimedia, augmented reality and games · 28 · 1 first-author · 6 since 2021Human-computer interaction and ubiquitous computing · 13 · 4 since 2021Applied, interdisciplinary, general and emerging computing · 10Databases, data management, data science and information retrieval · 2Theory of computation · 2 · 1 first-authorSystems, architecture and hardware · 1
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2026 | Learning Persistence & Resistance from History & SIGCSE Reads
Rebecca Bates 0001, Judy Goldsmith, Valerie Summet, Nanette Veilleux, Katie Johnson, Michael L. Littman, Kyla A. McMullen, Jeremy A. Magruder Waisome |
SIGCSE (2) | 6 |
| 2025 | How Humans Communicate Programming Tasks in Natural Language and Implications For End-User Programming with LLMsabstractLarge language models (LLMs) like GPT-4 can convert natural-language descriptions of a task into computer code, making them a promising interface for end-user programming. We undertake a systematic analysis of how people with and without programming experience describe information-processing tasks (IPTs) in natural language, focusing on the characteristics of successful communication. Across two online between-subjects studies, we paired crowdworkers either with one another or with an LLM, asking senders (always humans) to communicate IPTs in natural language to their receiver (either a human or LLM). Both senders and receivers tried to answer test cases, the latter based on their sender’s description. While participants with programming experience tended to communicate IPTs more successfully than non-programmers, this advantage was not overwhelming. Furthermore, a user interface that solicited example test cases from senders often, but not always, improved IPT communication. Allowing receivers to request clarification, though, was less successful at improving communication. Madison Pickering, Helena Williams, Alison Gan, Weijia He, Hyojae Park, Francisco Piedrahita Velez, Michael L. Littman, Blase Ur |
CHI | 7 |
| 2025 | Enabling End Users to Program Robots Using Reinforcement LearningabstractReinforcement learning (RL) is a powerful learning technique in robotics, where people can specify rewards that robots learn how to maximize through a process of trialanderror. Despite the numerous advantages of RL to robot programming, no approaches to our knowledge have sought to enable nontechnical users to specify RL programs for robots. In this work, we designed two novel RL-based robot programming paradigms for non-technical users: Full MDP Programming (Full-MDP) and Goal-Only MDP Programming (Goal-MDP). To evaluate the efficacy of these two approaches, we ran a between-subjects online user study ($N$= 409) where participants were asked to program a simulated robot to complete example household tasks (e.g., delivering coffee) using one of our RL programming paradigms or a commonly used baseline: Sequential Programming (Seq), or Trigger-Action Programming (TAP). While users neither performed well nor reported positive experiences with the FullMDP interface, user performance and experience with Goal-MDP was similar to the baselines (Seq and TAP) with significantly shorter programs. These results demonstrate that RL-based paradigms like Goal-MDP are a viable alternative to more traditional approaches and provide a starting point for robot programming interfaces that allow end-users to leverage the myriad benefits of RL for programming robots. Tewodros W. Ayalew, Michael L. Littman, Blase Ur, Sarah Sebo |
HRI | 3 |
| 2025 | Knowledge Retention in Continual Model-Based Reinforcement LearningabstractWe propose DRAGO, a novel approach for continual model-based reinforcement learning aimed at improving the incremental development of world models across a sequence of tasks that differ in their reward functions but not the state space or dynamics. DRAGO comprises two key components: Synthetic Experience Rehearsal, which leverages generative models to create synthetic experiences from past tasks, allowing the agent to reinforce previously learned dynamics without storing data, and Regaining Memories Through Exploration, which introduces an intrinsic reward mechanism to guide the agent toward revisiting relevant states from prior tasks. Together, these components enable the agent to maintain a comprehensive and continually developing world model, facilitating more effective learning and adaptation across diverse environments. Empirical evaluations demonstrate that DRAGO is able to preserve knowledge across tasks, achieving superior performance in various continual learning scenarios. Haotian Fu, Yixiang Sun, Michael L. Littman, George Dimitri Konidaris |
ICML | 3 |
| 2025 | Planetarium: A Rigorous Benchmark for Translating Text to Structured Planning LanguagesabstractMax Zuo, Francisco Piedrahita Velez, Xiaochen Li, Michael Littman, Stephen Bach. Proceedings of the 2025 Conference of the Nations of the Americas Chapter of the Association for Computational Linguistics: Human Language Technologies (Volume 1: Long Papers). 2025. Max Zuo, Francisco Piedrahita Velez, Michael L. Littman, Stephen H. Bach |
NAACL (Long Papers) | 4 |
| 2024 | Mitigating Partial Observability in Sequential Decision Processes via the Lambda DiscrepancyabstractReinforcement learning algorithms typically rely on the assumption that the environment dynamics and value function can be expressed in terms of a Markovian state representation. However, when state information is only partially observable, how can an agent learn such a state representation, and how can it detect when it has found one? We introduce a metric that can accomplish both objectives, without requiring access to---or knowledge of---an underlying, unobservable state space. Our metric, the λ-discrepancy, is the difference between two distinct temporal difference (TD) value estimates, each computed using TD(λ) with a different value of λ. Since TD(λ=0) makes an implicit Markov assumption and TD(λ=1) does not, a discrepancy between these estimates is a potential indicator of a non-Markovian state representation. Indeed, we prove that the λ-discrepancy is exactly zero for all Markov decision processes and almost always non-zero for a broad class of partially observable environments. We also demonstrate empirically that, once detected, minimizing the λ-discrepancy can help with learning a memory function to mitigate the corresponding partial observability. We then train a reinforcement learning agent that simultaneously constructs two recurrent value networks with different λ parameters and minimizes the difference between them as an auxiliary loss. The approach scales to challenging partially observable domains, where the resulting agent frequently performs significantly better (and never performs worse) than a baseline recurrent agent with only a single value network. Cameron Allen, Aaron Kirtland, Ruo Yu Tao, Sam Lobel, Daniel Scott, Nicholas Petrocelli, Omer Gottesman, Ronald Parr, Michael L. Littman, George Dimitri Konidaris |
NeurIPS | 9 |
| 2023 | Computably Continuous Reinforcement-Learning Objectives Are PAC-LearnableabstractIn reinforcement learning, the classic objectives of maximizing discounted and finite-horizon cumulative rewards are PAC-learnable: There are algorithms that learn a near-optimal policy with high probability using a finite amount of samples and computation. In recent years, researchers have introduced objectives and corresponding reinforcement-learning algorithms beyond the classic cumulative rewards, such as objectives specified as linear temporal logic formulas. However, questions about the PAC-learnability of these new objectives have remained open. This work demonstrates the PAC-learnability of general reinforcement-learning objectives through sufficient conditions for PAC-learnability in two analysis settings. In particular, for the analysis that considers only sample complexity, we prove that if an objective given as an oracle is uniformly continuous, then it is PAC-learnable. Further, for the analysis that considers computational complexity, we prove that if an objective is computable, then it is PAC-learnable. In other words, if a procedure computes successive approximations of the objective's value, then the objective is PAC-learnable. We give three applications of our condition on objectives from the literature with previously unknown PAC-learnability and prove that these objectives are PAC-learnable. Overall, our result helps verify existing objectives' PAC-learnability. Also, as some studied objectives that are not uniformly continuous have been shown to be not PAC-learnable, our results could guide the design of new PAC-learnable objectives. Cambridge Yang, Michael L. Littman, Michael Carbin |
AAAI | 2 |
| 2023 | Coarse-Grained Smoothness for Reinforcement Learning in Metric SpacesabstractPrincipled decision-making in continuous state–action spaces is impossible without some assumptions. A common approach is to assume Lipschitz continuity of the Q-function. We show that, unfortunately, this property fails to hold in many typical domains. We propose a new coarse-grained smoothness definition that generalizes the notion of Lipschitz continuity, is more widely applicable, and allows us to compute significantly tighter bounds on Q-functions, leading to improved learning. We provide a theoretical analysis of our new smoothness definition, and discuss its implications and impact on control and exploration in continuous domains. Omer Gottesman, Kavosh Asadi, Cameron Allen, Sam Lobel, George Dimitri Konidaris, Michael L. Littman |
AISTATS | 6 |
| 2023 | Meta-learning Parameterized SkillsabstractWe propose a novel parameterized skill-learning algorithm that aims to learn transferable parameterized skills and synthesize them into a new action space that supports efficient learning in long-horizon tasks. We propose to leverage off-policy Meta-RL combined with a trajectory-centric smoothness term to learn a set of parameterized skills. Our agent can use these learned skills to construct a three-level hierarchical framework that models a Temporally-extended Parameterized Action Markov Decision Process. We empirically demonstrate that the proposed algorithms enable an agent to solve a set of highly difficult long-horizon (obstacle-course and robot manipulation) tasks. Haotian Fu, Shangqun Yu, Saket Tiwari, Michael L. Littman, George Dimitri Konidaris |
ICML | 4 |
| 2023 | A domain-agnostic approach for characterization of lifelong learning systems
Megan M. Baker, Alexander New, Mario Aguilar-Simon, Ziad Al-Halah, Sébastien M. R. Arnold, Eseoghene Benjamin, Andrew P. Brna, Ethan Brooks, Ryan C. Brown, Zachary A. Daniels, Anurag Reddy Daram, Fabien Delattre, Ryan Dellana, Eric Eaton, Haotian Fu, Kristen Grauman, Jesse Hostetler, Shariq Iqbal, Cassandra Kent, Nicholas Ketz, Soheil Kolouri, George Dimitri Konidaris, Dhireesha Kudithipudi, Erik G. Learned-Miller, Michael L. Littman, Sandeep Madireddy, Jorge A. Mendez, Eric Q. Nguyen, Christine D. Piatko, Praveen K. Pilly, Aswin Raghavan, Abrar Rahman, Santhosh K. Ramakrishnan, Neale Ratzlaff, Andrea Soltoggio, Peter Stone 0001, Indranil Sur, Zhipeng Tang, Saket Tiwari, Kyle Vedder, Felix Wang, Zifan Xu, Angel Yanguas-Gil, Harel Yedidsion, Shangqun Yu, Gautam K. Vallabha |
Neural Networks | 26 |
| 2022 | On the Expressivity of Markov Reward (Extended Abstract)abstractReward is the driving force for reinforcement-learning agents. We here set out to understand the expressivity of Markov reward as a way to capture tasks that we would want an agent to perform. We frame this study around three new abstract notions of "task": (1) a set of acceptable behaviors, (2) a partial ordering over behaviors, or (3) a partial ordering over trajectories. Our main results prove that while reward can express many of these tasks, there exist instances of each task type that no Markov reward function can capture. We then provide a set of polynomial-time algorithms that construct a Markov reward function that allows an agent to perform each task type, and correctly determine when no such reward function exists. David Abel, Will Dabney, Anna Harutyunyan, Mark K. Ho, Michael L. Littman, Doina Precup, Satinder Singh 0001 |
IJCAI | 5 |
| 2022 | On the (In)Tractability of Reinforcement Learning for LTL ObjectivesabstractIn recent years, researchers have made significant progress in devising reinforcement-learning algorithms for optimizing linear temporal logic (LTL) objectives and LTL-like objectives. Despite these advancements, there are fundamental limitations to how well this problem can be solved. Previous studies have alluded to this fact but have not examined it in depth. In this paper, we address the tractability of reinforcement learning for general LTL objectives from a theoretical perspective. We formalize the problem under the probably approximately correct learning in Markov decision processes (PAC-MDP) framework, a standard framework for measuring sample complexity in reinforcement learning. In this formalization, we prove that the optimal policy for any LTL formula is PAC-MDP-learnable if and only if the formula is in the most limited class in the LTL hierarchy, consisting of formulas that are decidable within a finite horizon. Practically, our result implies that it is impossible for a reinforcement-learning algorithm to obtain a PAC-MDP guarantee on the performance of its learned policy after finitely many interactions with an unconstrained environment for LTL objectives that are not decidable within a finite horizon. Cambridge Yang, Michael L. Littman, Michael Carbin |
IJCAI | 2 |
| 2022 | Explaining Why: How Instructions and User Interfaces Impact Annotator Rationales When Labeling Text DataabstractJamar Sullivan Jr., Will Brackenbury, Andrew McNutt, Kevin Bryson, Kwam Byll, Yuxin Chen, Michael Littman, Chenhao Tan, Blase Ur. Proceedings of the 2022 Conference of the North American Chapter of the Association for Computational Linguistics: Human Language Technologies. 2022. Jamar L. Sullivan Jr., Will Brackenbury, Andrew McNut, Kevin Bryson 0002, Kwam Byll, Yuxin Chen 0001, Michael L. Littman, Chenhao Tan, Blase Ur |
NAACL-HLT | 7 |
| 2022 | Faster Deep Reinforcement Learning with Slower Online NetworkabstractDeep reinforcement learning algorithms often use two networks for value function optimization: an online network, and a target network that tracks the online network with some delay. Using two separate networks enables the agent to hedge against issues that arise when performing bootstrapping. In this paper we endow two popular deep reinforcement learning algorithms, namely DQN and Rainbow, with updates that incentivize the online network to remain in the proximity of the target network. This improves the robustness of deep reinforcement learning in presence of noisy updates. The resultant agents, called DQN Pro and Rainbow Pro, exhibit significant performance improvements over their original counterparts on the Atari benchmark demonstrating the effectiveness of this simple idea in deep reinforcement learning. The code for our paper is available here: Github.com/amazon-research/fast-rl-with-slow-updates. Kavosh Asadi, Rasool Fakoor, Omer Gottesman, Taesup Kim, Michael L. Littman, Alexander J. Smola |
NeurIPS | 5 |
| 2022 | Model-based Lifelong Reinforcement Learning with Bayesian ExplorationabstractWe propose a model-based lifelong reinforcement-learning approach that estimates a hierarchical Bayesian posterior distilling the common structure shared across different tasks. The learned posterior combined with a sample-based Bayesian exploration procedure increases the sample efficiency of learning across a family of related tasks. We first derive an analysis of the relationship between the sample complexity and the initialization quality of the posterior in the finite MDP setting. We next scale the approach to continuous-state domains by introducing a Variational Bayesian Lifelong Reinforcement Learning algorithm that can be combined with recent model-based deep RL methods, and that exhibits backward transfer. Experimental results on several challenging domains show that our algorithms achieve both better forward and backward transfer performance than state-of-the-art lifelong RL methods. Haotian Fu, Shangqun Yu, Michael L. Littman, George Dimitri Konidaris |
NeurIPS | 3 |
| 2022 | Evaluation beyond Task Performance: Analyzing Concepts in AlphaZero in HexabstractAlphaZero, an approach to reinforcement learning that couples neural networks and Monte Carlo tree search (MCTS), has produced state-of-the-art strategies for traditional board games like chess, Go, shogi, and Hex. While researchers and game commentators have suggested that AlphaZero uses concepts that humans consider important, it is unclear how these concepts are captured in the network. We investigate AlphaZero's internal representations in the game of Hex using two evaluation techniques from natural language processing (NLP): model probing and behavioral tests. In doing so, we introduce several new evaluation tools to the RL community, and illustrate how evaluations other than task performance can be used to provide a more complete picture of a model's strengths and weaknesses. Our analyses in the game of Hex reveal interesting patterns and generate some testable hypotheses about how such models learn in general. For example, we find that the MCTS discovers concepts before the neural network learns to encode them. We also find that concepts related to short-term end-game planning are best encoded in the final layers of the model, whereas concepts related to long-term planning are encoded in the middle layers of the model. Charles Lovering, Jessica Zosa Forde, George Dimitri Konidaris, Ellie Pavlick, Michael L. Littman |
NeurIPS | 5 |
| 2021 | Deep Radial-Basis Value Functions for Continuous ControlabstractA core operation in reinforcement learning (RL) is finding an action that is optimal with respect to a learned value function. This operation is often challenging when the learned value function takes continuous actions as input. We introduce deep radial-basis value functions (RBVFs): value functions learned using a deep network with a radial-basis function (RBF) output layer. We show that the maximum action-value with respect to a deep RBVF can be approximated easily and accurately. Moreover, deep RBVFs can represent any true value function owing to their support for universal function approximation. We extend the standard DQN algorithm to continuous control by endowing the agent with a deep RBVF. We show that the resultant agent, called RBF-DQN, significantly outperforms value-function-only baselines, and is competitive with state-of-the-art actor-critic algorithms. Kavosh Asadi, Neev Parikh, Ronald Parr, George Dimitri Konidaris, Michael L. Littman |
AAAI | 5 |
| 2021 | Lipschitz Lifelong Reinforcement LearningabstractWe consider the problem of knowledge transfer when an agent is facing a series of Reinforcement Learning (RL) tasks. We introduce a novel metric between Markov Decision Processes and establish that close MDPs have close optimal value functions. Formally, the optimal value functions are Lipschitz continuous with respect to the tasks space. These theoretical results lead us to a value-transfer method for Lifelong RL, which we use to build a PAC-MDP algorithm with improved convergence rate. Further, we show the method to experience no negative transfer with high probability. We illustrate the benefits of the method in Lifelong RL experiments. Erwan Lecarpentier, David Abel, Kavosh Asadi, Yuu Jinnai, Emmanuel Rachelson, Michael L. Littman |
AAAI | 6 |
| 2021 | Towards Sample Efficient Agents through Algorithmic Alignment (Student Abstract)abstractIn this work, we propose and explore Deep Graph Value Network (DeepGV) as a promising method to work around sample complexity in deep reinforcement-learning agents using a message-passing mechanism. The main idea is that the agent should be guided by structured non-neural-network algorithms like dynamic programming. According to recent advances in algorithmic alignment, neural networks with structured computation procedures can be trained efficiently. We demonstrate the potential of graph neural network in supporting sample efficient learning by showing that Deep Graph Value Network can outperform unstructured baselines by a large margin in solving Markov Decision Process (MDP). We believe this would open up a new avenue for structured agents design. See https://github.com/drmeerkat/Deep-Graph-Value-Network for the code. Mingxuan Li 0001, Michael L. Littman |
AAAI | 2 |
| 2021 | Understanding Trigger-Action Programs Through Novel Visualizations of Program DifferencesabstractTrigger-action programming (if-this-then-that rules) empowers non-technical users to automate services and smart devices. As a user’s set of trigger-action programs evolves, the user must reason about behavior differences between similar programs, such as between an original program and several modification candidates, to select programs that meet their goals. To facilitate this process, we co-designed user interfaces and underlying algorithms to highlight differences between trigger-action programs. Our novel approaches leverage formal methods to efficiently identify and visualize differences in program outcomes or abstract properties. We also implemented a traditional interface that shows only syntax differences in the rules themselves. In a between-subjects online experiment with 107 participants, the novel interfaces better enabled participants to select trigger-action programs matching intended goals in complex, yet realistic, situations that proved very difficult when using traditional interfaces showing syntax differences. Valerie Zhao, Lefan Zhang, Michael L. Littman, Shan Lu 0001, Blase Ur |
CHI | 4 |
| 2021 | On the Expressivity of Markov RewardabstractReward is the driving force for reinforcement-learning agents. This paper is dedicated to understanding the expressivity of reward as a way to capture tasks that we would want an agent to perform. We frame this study around three new abstract notions of “task” that might be desirable: (1) a set of acceptable behaviors, (2) a partial ordering over behaviors, or (3) a partial ordering over trajectories. Our main results prove that while reward can express many of these tasks, there exist instances of each task type that no Markov reward function can capture. We then provide a set of polynomial-time algorithms that construct a Markov reward function that allows an agent to optimize tasks of each of these three types, and correctly determine when no such reward function exists. We conclude with an empirical study that corroborates and illustrates our theoretical findings. David Abel, Will Dabney, Anna Harutyunyan, Mark K. Ho, Michael L. Littman, Doina Precup, Satinder Singh 0001 |
NeurIPS | 5 |
| 2020 | People Do Not Just Plan, They Plan to Plan
Mark K. Ho, David Abel, Jonathan D. Cohen 0003, Michael L. Littman, Thomas L. Griffiths 0001 |
AAAI | 4 |
| 2020 | Task Scoping for Efficient Planning in Open Worlds (Student Abstract)abstractWe propose an abstraction method for open-world environments expressed as Factored Markov Decision Processes (FMDPs) with very large state and action spaces. Our method prunes state and action variables that are irrelevant to the optimal value function on the state subspace the agent would visit when following any optimal policy from the initial state. This method thus enables tractable fast planning within large open-world FMDPs. Nishanth Kumar, Michael Fishman 0001, Natasha Danas, Stefanie Tellex, Michael L. Littman, George Dimitri Konidaris |
AAAI | 5 |
| 2020 | Value Preserving State-Action AbstractionsabstractAbstraction can improve the sample efficiency of reinforcement learning. However, the process of abstraction inherently discards information, potentially compromising an agent’s ability to represent high-value policies. To mitigate this, we here introduce combinations of state abstractions and options that are guaranteed to preserve representation of near-optimal policies. We first define $\phi$-relative options, a general formalism for analyzing the value loss of options paired with a state abstraction, and present necessary and sufficient conditions for $\phi$-relative options to preserve near-optimal behavior in any finite Markov Decision Process. We further show that, under appropriate assumptions, $\phi$-relative options can be composed to induce hierarchical abstractions that are also guaranteed to represent high-value policies. David Abel, Nate Umbanhowar, Khimya Khetarpal, Dilip Arumugam, Doina Precup, Michael L. Littman |
AISTATS | 6 |
| 2020 | Teaching a Robot Tasks of Arbitrary Complexity via Human FeedbackabstractThis paper addresses the problem of training a robot to carry out temporal tasks of arbitrary complexity via evaluative human feedback that can be inaccurate. A key idea explored in our work is a kind of curriculum learning---training the robot to master simple tasks and then building up to more complex tasks. We show how a training procedure, using knowledge of the formal task representation, can decompose and train any task efficiently in the size of its representation. We further provide a set of experiments that support the claim that non-expert human trainers can decompose tasks in a way that is consistent with our theoretical results, with more than half of participants successfully training all of our experimental missions. We compared our algorithm with existing approaches and our experimental results suggest that our method outperforms alternatives, especially when feedback contains mistakes. Carl Trimbach, Jun Ki Lee, Mark K. Ho, Michael L. Littman |
HRI | 5 |
| 2020 | Applying prerequisite structure inference to adaptive testingabstractModeling student knowledge is important for assessment design, adaptive testing, curriculum design, and pedagogical intervention. The assessment design community has primarily focused on continuous latent-skill models with strong conditional independence assumptions among knowledge items, while the prerequisite discovery community has developed many models that aim to exploit the interdependence of discrete knowledge items. This paper attempts to bridge the gap by asking, "When does modeling assessment item interdependence improve predictive accuracy?" A novel adaptive testing evaluation framework is introduced that is amenable to techniques from both communities, and an efficient algorithm, Directed Item-Dependence And Confidence Thresholds (DIDACT), is introduced and compared with an Item-Response-Theory based model on several real and synthetic datasets. Experiments suggest that assessments with closely related questions benefit significantly from modeling item interdependence. Sam Saarinen, Evan Cater, Michael L. Littman |
LAK | 3 |
| 2020 | Successor Features Combine Elements of Model-Free and Model-based Reinforcement LearningabstractA key question in reinforcement learning is how an intelligent agent can generalize knowledge across different inputs. By generalizing across different inputs, information learned for one input can be immediately reused for improving predictions for another input. Reusing information allows an agent to compute an optimal decision-making strategy using less data. State representation is a key element of the generalization process, compressing a high-dimensional input space into a low-dimensional latent state space. This article analyzes properties of different latent state spaces, leading to new connections between model-based and model-free reinforcement learning. Successor features, which predict frequencies of future observations, form a link between model-based and model-free learning: Learning to predict future expected reward outcomes, a key characteristic of model-based agents, is equivalent to learning successor features. Learning successor features is a form of temporal difference learning and is equivalent to learning to predict a single policy's utility, which is a characteristic of model-free agents. Drawing on the connection between model-based reinforcement learning and successor features, we demonstrate that representations that are predictive of future reward outcomes generalize across variations in both transitions and rewards. This result extends previous work on successor features, which is constrained to fixed transitions and assumes re-learning of the transferred state representation. Lucas Lehnert, Michael L. Littman |
J. Mach. Learn. Res. | 2 |
| 2020 | Reward-predictive representations generalize across tasks in reinforcement learningabstractIn computer science, reinforcement learning is a powerful framework with which artificial agents can learn to maximize their performance for any given Markov decision process (MDP). Advances over the last decade, in combination with deep neural networks, have enjoyed performance advantages over humans in many difficult task settings. However, such frameworks perform far less favorably when evaluated in their ability to generalize or transfer representations across different tasks. Existing algorithms that facilitate transfer typically are limited to cases in which the transition function or the optimal policy is portable to new contexts, but achieving "deep transfer" characteristic of human behavior has been elusive. Such transfer typically requires discovery of abstractions that permit analogical reuse of previously learned representations to superficially distinct tasks. Here, we demonstrate that abstractions that minimize error in predictions of reward outcomes generalize across tasks with different transition and reward functions. Such reward-predictive representations compress the state space of a task into a lower dimensional representation by combining states that are equivalent in terms of both the transition and reward functions. Because only state equivalences are considered, the resulting state representation is not tied to the transition and reward functions themselves and thus generalizes across tasks with different reward and transition functions. These results contrast with those using abstractions that myopically maximize reward in any given MDP and motivate further experiments in humans and animals to investigate if neural and cognitive systems involved in state representation perform abstractions that facilitate such equivalence relations. Lucas Lehnert, Michael L. Littman, Michael J. Frank |
PLoS Comput. Biol. | 2 |
| 2019 | State Abstraction as Compression in Apprenticeship LearningabstractState abstraction can give rise to models of environments that are both compressed and useful, thereby enabling efficient sequential decision making. In this work, we offer the first formalism and analysis of the trade-off between compression and performance made in the context of state abstraction for Apprenticeship Learning. We build on Rate-Distortion theory, the classic Blahut-Arimoto algorithm, and the Information Bottleneck method to develop an algorithm for computing state abstractions that approximate the optimal tradeoff between compression and performance. We illustrate the power of this algorithmic structure to offer insights into effective abstraction, compression, and reinforcement learning through a mixture of analysis, visuals, and experimentation. David Abel, Dilip Arumugam, Kavosh Asadi, Yuu Jinnai, Michael L. Littman, Lawson L. S. Wong |
AAAI | 5 |
| 2019 | Theory of Minds: Understanding Behavior in Groups through Inverse PlanningabstractHuman social behavior is structured by relationships. We form teams, groups, tribes, and alliances at all scales of human life. These structures guide multi-agent cooperation and competition, but when we observe others these underlying relationships are typically unobservable and hence must be inferred. Humans make these inferences intuitively and flexibly, often making rapid generalizations about the latent relationships that underlie behavior from just sparse and noisy observations. Rapid and accurate inferences are important for determining who to cooperate with, who to compete with, and how to cooperate in order to compete. Towards the goal of building machine-learning algorithms with human-like social intelligence, we develop a generative model of multiagent action understanding based on a novel representation for these latent relationships called Composable Team Hierarchies (CTH). This representation is grounded in the formalism of stochastic games and multi-agent reinforcement learning. We use CTH as a target for Bayesian inference yielding a new algorithm for understanding behavior in groups that can both infer hidden relationships as well as predict future actions for multiple agents interacting together. Our algorithm rapidly recovers an underlying causal model of how agents relate in spatial stochastic games from just a few observations. The patterns of inference made by this algorithm closely correspond with human judgments and the algorithm makes the same rapid generalizations that people do. Michael Shum, Max Kleiman-Weiner, Michael L. Littman, Josh Tenenbaum |
AAAI | 3 |
| 2019 | How Users Interpret Bugs in Trigger-Action ProgrammingabstractTrigger-action programming (TAP) is a programming model enabling users to connect services and devices by writing if-then rules. As such systems are deployed in increasingly complex scenarios, users must be able to identify programming bugs and reason about how to fix them. We first systematize the temporal paradigms through which TAP systems could express rules. We then identify ten classes of TAP programming bugs related to control flow, timing, and inaccurate user expectations. We report on a 153-participant online study where participants were assigned to a temporal paradigm and shown a series of pre-written TAP rules. Half of the rules exhibited bugs from our ten bug classes. For most of the bug classes, we found that the presence of a bug made it harder for participants to correctly predict the behavior of the rule. Our findings suggest directions for better supporting end-user programmers. Will Brackenbury, Abhimanyu Deora, Jillian Ritchey, Jason Vallee, Weijia He, Michael L. Littman, Blase Ur |
CHI | 7 |
| 2019 | Finding Options that Minimize Planning TimeabstractWe formalize the problem of selecting the optimal set of options for planning as that of computing the smallest set of options so that planning converges in less than a given maximum of value-iteration passes. We first show that the problem is $\NP$-hard, even if the task is constrained to be deterministic—the first such complexity result for option discovery. We then present the first polynomial-time boundedly suboptimal approximation algorithm for this setting, and empirically evaluate it against both the optimal options and a representative collection of heuristic approaches in simple grid-based domains. Yuu Jinnai, David Abel, D. Ellis Hershkowitz, Michael L. Littman, George Dimitri Konidaris |
ICML | 4 |
| 2019 | The Expected-Length Model of OptionsabstractEffective options can make reinforcement learning easier by enhancing an agent's ability to both explore in a targeted manner and plan further into the future. However, learning an appropriate model of an option's dynamics in hard, requiring estimating a highly parameterized probability distribution. This paper introduces and motivates the Expected-Length Model (ELM) for options, an alternate model for transition dynamics. We prove ELM is a (biased) estimator of the traditional Multi-Time Model (MTM), but provide a non-vacuous bound on their deviation. We further prove that, in stochastic shortest path problems, ELM induces a value function that is sufficiently similar to the one induced by MTM, and is thus capable of supporting near-optimal behavior. We explore the practical utility of this option model experimentally, finding consistent support for the thesis that ELM is a suitable replacement for MTM. In some cases, we find ELM leads to more sample efficient learning, especially when options are arranged in a hierarchy. David Abel, John Winder, Marie desJardins, Michael L. Littman |
IJCAI | 4 |
| 2019 | DeepMellow: Removing the Need for a Target Network in Deep Q-LearningabstractDeep Q-Network (DQN) is an algorithm that achieves human-level performance in complex domains like Atari games. One of the important elements of DQN is its use of a target network, which is necessary to stabilize learning. We argue that using a target network is incompatible with online reinforcement learning, and it is possible to achieve faster and more stable learning without a target network when we use Mellowmax, an alternative softmax operator. We derive novel properties of Mellowmax, and empirically show that the combination of DQN and Mellowmax, but without a target network, outperforms DQN with a target network. Seungchan Kim, Kavosh Asadi, Michael L. Littman, George Dimitri Konidaris |
IJCAI | 3 |
| 2019 | Evidence Humans Provide When Explaining Data-Labeling Decisions
Judah Newman, Valerie Zhao, Amy Zeng, Michael L. Littman, Blase Ur |
INTERACT (3) | 5 |
| 2018 | Bandit-Based Solar Panel ControlabstractSolar panels sustainably harvest energy from the sun. To improve performance, panels are often equipped with a tracking mechanism that computes the sun’s position in the sky throughout the day. Based on the tracker’s estimate of the sun’s location, a controller orients the panel to minimize the angle of incidence between solar radiant energy and the photovoltaic cells on the surface of the panel, increasing total energy harvested. Prior work has developed efficient tracking algorithms that accurately compute the sun’s location to facilitate solar tracking and control. However, always pointing a panel directly at the sun does not account for diffuse irradiance in the sky, reflected irradiance from the ground and surrounding surfaces, power required to reorient the panel, shading effects from neighboring panels and foliage, or changing weather conditions (such as clouds), all of which are contributing factors to the total energy harvested by a fleet of solar panels. In this work, we show that a bandit-based approach can increase the total energy harvested by solar panels by learning to dynamically account for such other factors. Our contribution is threefold: (1) the development of a test bed based on typical solar and irradiance models for experimenting with solar panel control using a variety of learning methods, (2) simulated validation that bandit algorithms can effectively learn to control solar panels, and (3) the design and construction of an intelligent solar panel prototype that learns to angle itself using bandit algorithms. David Abel, Edward C. Williams, Stephen Brawner, Emily Reif, Michael L. Littman |
AAAI | 5 |
| 2018 | Effectively Learning from Pedagogical Demonstrations
Mark K. Ho, Michael L. Littman, Fiery Cushman, Joseph L. Austerweil |
CogSci | 2 |
| 2018 | State Abstractions for Lifelong Reinforcement LearningabstractIn lifelong reinforcement learning, agents must effectively transfer knowledge across tasks while simultaneously addressing exploration, credit assignment, and generalization. State abstraction can help overcome these hurdles by compressing the representation used by an agent, thereby reducing the computational and statistical burdens of learning. To this end, we here develop theory to compute and use state abstractions in lifelong reinforcement learning. We introduce two new classes of abstractions: (1) transitive state abstractions, whose optimal form can be computed efficiently, and (2) PAC state abstractions, which are guaranteed to hold with respect to a distribution of tasks. We show that the joint family of transitive PAC abstractions can be acquired efficiently, preserve near optimal-behavior, and experimentally reduce sample complexity in simple domains, thereby yielding a family of desirable abstractions for use in lifelong reinforcement learning. Along with these positive results, we show that there are pathological cases where state abstractions can negatively impact performance. David Abel, Dilip Arumugam, Lucas Lehnert, Michael L. Littman |
ICML | 4 |
| 2018 | Policy and Value Transfer in Lifelong Reinforcement LearningabstractWe consider the problem of how best to use prior experience to bootstrap lifelong learning, where an agent faces a series of task instances drawn from some task distribution. First, we identify the initial policy that optimizes expected performance over the distribution of tasks for increasingly complex classes of policy and task distributions. We empirically demonstrate the relative performance of each policy class’ optimal element in a variety of simple task distributions. We then consider value-function initialization methods that preserve PAC guarantees while simultaneously minimizing the learning required in two learning algorithms, yielding MaxQInit, a practical new method for value-function-based transfer. We show that MaxQInit performs well in simple lifelong RL experiments. David Abel, Yuu Jinnai, Yue Guo 0003, George Dimitri Konidaris, Michael L. Littman |
ICML | 5 |
| 2018 | Lipschitz Continuity in Model-based Reinforcement LearningabstractWe examine the impact of learning Lipschitz continuous models in the context of model-based reinforcement learning. We provide a novel bound on multi-step prediction error of Lipschitz models where we quantify the error using the Wasserstein metric. We go on to prove an error bound for the value-function estimate arising from Lipschitz models and show that the estimated value function is itself Lipschitz. We conclude with empirical results that show the benefits of controlling the Lipschitz constant of neural-network models. Kavosh Asadi, Dipendra Misra, Michael L. Littman |
ICML | 3 |
| 2017 | Teaching by Intervention: Working Backwards, Undoing Mistakes, or Correcting Mistakes?
Mark K. Ho, Michael L. Littman, Joseph L. Austerweil |
CogSci | 2 |
| 2017 | An Alternative Softmax Operator for Reinforcement LearningabstractA softmax operator applied to a set of values acts somewhat like the maximization function and somewhat like an average. In sequential decision making, softmax is often used in settings where it is necessary to maximize utility but also to hedge against problems that arise from putting all of one’s weight behind a single maximum utility decision. The Boltzmann softmax operator is the most commonly used softmax operator in this setting, but we show that this operator is prone to misbehavior. In this work, we study a differentiable softmax operator that, among other properties, is a non-expansion ensuring a convergent behavior in learning and planning. We introduce a variant of SARSA algorithm that, by utilizing the new operator, computes a Boltzmann policy with a state-dependent temperature parameter. We show that the algorithm is convergent and that it performs favorably in practice. Kavosh Asadi, Michael L. Littman |
ICML | 2 |
| 2017 | Interactive Learning from Policy-Dependent Human FeedbackabstractThis paper investigates the problem of interactively learning behaviors communicated by a human teacher using positive and negative feedback. Much previous work on this problem has made the assumption that people provide feedback for decisions that is dependent on the behavior they are teaching and is independent from the learner’s current policy. We present empirical results that show this assumption to be false—whether human trainers give a positive or negative feedback for a decision is influenced by the learner’s current policy. Based on this insight, we introduce Convergent Actor-Critic by Humans (COACH), an algorithm for learning from policy-dependent feedback that converges to a local optimum. Finally, we demonstrate that COACH can successfully learn multiple behaviors on a physical robot. James MacGlashan, Mark K. Ho, Robert Tyler Loftin, Bei Peng 0001, David L. Roberts 0001, Matthew E. Taylor, Michael L. Littman |
ICML | 8 |
| 2016 | Trigger-Action Programming in the Wild: An Analysis of 200, 000 IFTTT RecipesabstractWhile researchers have long investigated end-user programming using a trigger-action (if-then) model, the website IFTTT is among the first instances of this paradigm being used on a large scale. To understand what IFTTT users are creating, we scraped the 224,590 programs shared publicly on IFTTT as of September 2015 and are releasing this dataset to spur future research. We characterize aspects of these programs and the IFTTT ecosystem over time. We find a large number of users are crafting a diverse set of end-user programs---over 100,000 different users have shared programs. These programs represent a very broad array of connections that appear to fill gaps in functionality, yet users often duplicate others' programs. Blase Ur, Melwyn Pak Yong Ho, Stephen Brawner, Jiyun Lee, Sarah Mennicken, Noah Picard, Diane Schulze, Michael L. Littman |
CHI | 8 |
| 2016 | Feature-based Joint Planning and Norm Learning in Collaborative Games
Mark K. Ho, James MacGlashan, Amy Greenwald, Michael L. Littman, Elizabeth Hilliard, Carl Trimbach, Stephen Brawner, Josh Tenenbaum, Max Kleiman-Weiner, Joseph L. Austerweil |
CogSci | 4 |
| 2016 | Coordinate to cooperate or compete: Abstract goals and joint intentions in social interaction
Max Kleiman-Weiner, Mark K. Ho, Joseph L. Austerweil, Michael L. Littman, Josh Tenenbaum |
CogSci | 4 |
| 2016 | Near Optimal Behavior via Approximate State AbstractionabstractThe combinatorial explosion that plagues planning and reinforcement learning (RL) algorithms can be moderated using state abstraction. Prohibitively large task representations can be condensed such that essential information is preserved, and consequently, solutions are tractably computable. However, exact abstractions, which treat only fully-identical situations as equivalent, fail to present opportunities for abstraction in environments where no two situations are exactly alike. In this work, we investigate approximate state abstractions, which treat nearly-identical situations as equivalent. We present theoretical guarantees of the quality of behaviors derived from four types of approximate abstractions. Additionally, we empirically demonstrate that approximate abstractions lead to reduction in task complexity and bounded loss of optimality of behavior in a variety of environments. David Abel, D. Ellis Hershkowitz, Michael L. Littman |
ICML | 3 |
| 2016 | Peer Reviewing Short Answers using Comparative JudgementabstractWe propose a comparative judgement scheme for grading short answer questions in an online class. The scheme works by asking students to answer short answer questions. Then a multiple choice question is created whose choices are the answers given by students. We show that we can formulate a probabilistic graphical model for this scheme which lets us infer each students proficiency for answering and grading questions. Pushkar Kolhe, Michael L. Littman, Charles L. Isbell Jr. |
L@S | 2 |
| 2016 | Showing versus doing: Teaching by demonstrationabstractPeople often learn from others' demonstrations, and classic inverse reinforcement learning (IRL) algorithms have brought us closer to realizing this capacity in machines. In contrast, teaching by demonstration has been less well studied computationally. Here, we develop a novel Bayesian model for teaching by demonstration. Stark differences arise when demonstrators are intentionally teaching a task versus simply performing a task. In two experiments, we show that human participants systematically modify their teaching behavior consistent with the predictions of our model. Further, we show that even standard IRL algorithms benefit when learning from behaviors that are intentionally pedagogical. We conclude by discussing IRL algorithms that can take advantage of intentional pedagogy. Mark K. Ho, Michael L. Littman, James MacGlashan, Fiery Cushman, Joseph L. Austerweil |
NIPS | 2 |
| 2016 | Learning behaviors via human-delivered discrete feedback: modeling implicit feedback strategies to speed up learning
Robert Tyler Loftin, Bei Peng 0001, James MacGlashan, Michael L. Littman, Matthew E. Taylor, Jeff Huang 0002, David L. Roberts 0001 |
Auton. Agents Multi Agent Syst. | 4 |
| 2015 | Teaching with Rewards and Punishments: Reinforcement or Communication?
Mark K. Ho, Michael L. Littman, Fiery Cushman, Joseph L. Austerweil |
CogSci | 2 |
| 2015 | Between Imitation and Intention Learning
James MacGlashan, Michael L. Littman |
IJCAI | 2 |
| 2014 | A Strategy-Aware Technique for Learning Behaviors from Discrete Human FeedbackabstractThis paper introduces two novel algorithms for learning behaviors from human-provided rewards. The primary novelty of these algorithms is that instead of treating the feedback as a numeric reward signal, they interpret feedback as a form of discrete communication that depends on both the behavior the trainer is trying to teach and the teaching strategy used by the trainer. For example, some human trainers use a lack of feedback to indicate whether actions are correct or incorrect, and interpreting this lack of feedback accurately can significantly improve learning speed. Results from user studies show that humans use a variety of training strategies in practice and both algorithms can learn a contextual bandit task faster than algorithms that treat the feedback as numeric. Simulated trainers are also employed to evaluate the algorithms in both contextual bandit and sequential decision-making tasks with similar results. Robert Tyler Loftin, James MacGlashan, Bei Peng 0001, Matthew E. Taylor, Michael L. Littman, Jeff Huang 0002, David L. Roberts 0001 |
AAAI | 5 |
| 2014 | Practical trigger-action programming in the smart homeabstractWe investigate the practicality of letting average users customize smart-home devices using trigger-action ("if, then") programming. We find trigger-action programming can express most desired behaviors submitted by participants in an online study. We identify a class of triggers requiring machine learning that has received little attention. We evaluate the uniqueness of the 67,169 trigger-action programs shared on IFTTT.com, finding that real users have written a large number of unique trigger-action interactions. Finally, we conduct a 226-participant usability test of trigger-action programming, finding that inexperienced users can quickly learn to create programs containing multiple triggers or actions. Blase Ur, Elyse McManus, Melwyn Pak Yong Ho, Michael L. Littman |
CHI | 4 |
| 2014 | Flexible theft and resolute punishment: Evolutionary dynamics of social behavior among reinforcement-learning agents
James MacGlashan, Michael L. Littman, Fiery Cushman |
CogSci | 2 |
| 2014 | Learning something from nothing: Leveraging implicit human feedback strategiesabstractIn order to be useful in real-world situations, it is critical to allow non-technical users to train robots. Existing work has considered the problem of a robot or virtual agent learning behaviors from evaluative feedback provided by a human trainer. That work, however, has treated feedback as a numeric reward that the agent seeks to maximize, and has assumed that all trainers will provide feedback in the same way when teaching the same behavior. We report the results of a series of user studies that indicate human trainers use a variety of approaches to providing feedback in practice, which we describe as different “training strategies.” For example, users may not always give explicit feedback in response to an action, and may be more likely to provide explicit reward than explicit punishment, or vice versa. If the trainer is consistent in their strategy, then it may be possible to infer knowledge about the desired behavior from cases where no explicit feedback is provided. We discuss a probabilistic model of human-provided feedback that can be used to classify these different training strategies based on when the trainer chooses to provide explicit reward and/or explicit punishment, and when they choose to provide no feedback. Additionally, we investigate how training strategies may change in response to the appearance of the learning agent. Ultimately, based on this work, we argue that learning agents designed to understand and adapt to different users' training strategies will allow more efficient and intuitive learning experiences. Robert Tyler Loftin, Bei Peng 0001, James MacGlashan, Michael L. Littman, Matthew E. Taylor, Jeff Huang 0002, David L. Roberts 0001 |
RO-MAN | 4 |
| 2013 | AAAI-13 PrefaceabstractWelcome to the Twenty-Seventh AAAI Conference on Artificial Intelligence, AAAI-13! As can be seen in these proceedings, AI’s scope and influence continue to grow. This year, we received 827 submissions across a variety of tracks, allowing us to put together a diverse and exciting technical program featuring the field’s top research. Marie desJardins, Michael L. Littman |
AAAI | 2 |
| 2013 | Open-Loop Planning in Large-Scale Stochastic DomainsabstractWe focus on effective sample-based planning in the face of underactuation, high-dimensionality, drift, discrete system changes, and stochasticity. These are hallmark challenges for important problems, such as humanoid locomotion. In order to ensure broad applicability, we assume domain expertise is minimal and limited to a generative model. In order to make the method responsive, computational costs that scale linearly with the amount of samples taken from the generative model are required. We bring to bear a concrete method that satisfies all these requirements; it is a receding-horizon open-loop planner that employs cross-entropy optimization for policy construction. In simulation, we empirically demonstrate near-optimal decisions in a small domain and effective locomotion in several challenging humanoid control tasks. Ari Weinstein, Michael L. Littman |
AAAI | 2 |
| 2013 | The Cross-Entropy Method Optimizes for QuantilesabstractCross-entropy optimization (CE) has proven to be a powerful tool for search in control environments. In the basic scheme, a distribution over proposed solutions is repeatedly adapted by evaluating a sample of solutions and refocusing the distribution on a percentage of those with the highest scores. We show that, in the kind of noisy evaluation environments that are common in decision-making domains, this percentage-based refocusing does not optimize the expected utility of solutions, but instead a quantile metric. We provide a variant of CE (Proportional CE) that effectively optimizes the expected value. We show using variants of established noisy environments that Proportional CE can be used in place of CE and can improve solution quality. Sergiu Goschin, Ari Weinstein, Michael L. Littman |
ICML (3) | 3 |
| 2013 | Coco-Q: Learning in Stochastic Games with Side PaymentsabstractCoco (""cooperative/competitive"") values are a solution concept for two-player normal-form games with transferable utility, when binding agreements and side payments between players are possible. In this paper, we show that coco values can also be defined for stochastic games and can be learned using a simple variant of Q-learning that is provably convergent. We provide a set of examples showing how the strategies learned by the Coco-Q algorithm relate to those learned by existing multiagent Q-learning algorithms. Eric Sodomka, Elizabeth Hilliard, Michael L. Littman, Amy Greenwald |
ICML (3) | 3 |
| 2012 | Covering Number as a Complexity Measure for POMDP Planning and LearningabstractFinding a meaningful way of characterizing the difficulty of partially observable Markov decision processes (POMDPs) is a core theoretical problem in POMDP research. State-space size is often used as a proxy for POMDP difficulty, but it is a weak metric at best. Existing work has shown that the covering number for the reachable belief space, which is a set of belief points that are reachable from the initial belief point, has interesting links with the complexity of POMDP planning, theoretically. In this paper, we present empirical evidence that the covering number for the reachable belief space (or just ``covering number", for brevity) is a far better complexity measure than the state-space size for both planning and learning POMDPs on several small-scale benchmark problems. We connect the covering number to the complexity of learning POMDPs by proposing a provably convergent learning algorithm for POMDPs without reset given knowledge of the covering number. Zongzhang Zhang, Michael L. Littman |
AAAI | 2 |
| 2012 | Learning web-service task descriptions from tracesabstractThis paper considers the problem of learning task specific web-service descriptions from traces of users successfully completing a task. Unlike prior approaches, we take a traditional machine-learning perspective to the construction of web-service mo Thomas J. Walsh 0001, Michael L. Littman, Alexander Borgida |
Web Intell. Agent Syst. | 2 |
| 2011 | The effects of selection on noisy fitness optimizationabstractThis paper examines how the choice of the selection mechanism in an evolutionary algorithm impacts the objective function it optimizes, specifically when the fitness function is noisy. We provide formal results showing that, in an abstract infinite-population model, proportional selection optimizes expected fitness, truncation selection optimizes order statistics, and tournament selection can oscillate. The "winner" in a population depends on the choice of selection rule, especially when fitness distributions differ between individuals resulting in variable risk. These findings are further developed through empirical results on a novel stochastic optimization problem called "Die4", which, while simple, extends existing benchmark problems by admitting a variety of interpretations of optimality. Sergiu Goschin, Michael L. Littman, David H. Ackley |
GECCO | 2 |
| 2011 | Apprenticeship Learning About Multiple Intentions
Monica Babes-Vroman, Vukosi Marivate, Kaushik Subramanian, Michael L. Littman |
ICML | 4 |
| 2011 | Learning is planning: near Bayes-optimal reinforcement learning via Monte-Carlo tree search
John Asmuth, Michael L. Littman |
UAI | 2 |
| 2011 | Democratic approximation of lexicographic preference models
Fusun Yaman, Thomas J. Walsh 0001, Michael L. Littman, Marie desJardins |
Artif. Intell. | 3 |
| 2011 | Knows what it knows: a framework for self-aware learning
Lihong Li 0001, Michael L. Littman, Thomas J. Walsh 0001, Alexander L. Strehl |
Mach. Learn. | 2 |
| 2011 | Introduction to the special issue on empirical evaluations in reinforcement learningabstractThe field of reinforcement learning aims to develop algorithms that use experience to optimize behavior in sequential decision problems such as (partially observable) Markov decision processes ((PO)MDPs).In such problems, an autonomous agent interacts with an external environment by selecting actions and seeks the sequence of actions that maximizes its long-term performance.In reinforcement learning, the environment is typically initially unknown and learning takes place online, that is, the agent's performance is assessed throughout learning instead of only afterwards.Since many challenging and realistic tasks are well described as sequential decision problems, the development of effective reinforcement-learning algorithms plays an important role in artificial intelligence research.Recent years have seen enormous progress, both in the development of new methods and the theoretical understanding of existing methods.In particular, great strides have been made in approximating value functions, exploring efficiently, learning in the presence of multiple agents, coping with partial observability, inducing models, and reasoning hierarchically.The focus of this special issue is not the development of new algorithms but the empirical evaluation of existing ones.Like other machine-learning methods, reinforcement-learning approaches are typically evaluated in one or more of the following three ways: (1) subjectively, (2) theoretically, and (3) empirically.Subjective evaluations, in which researchers assess the significance and potential of new ideas, are important because they leverage the powerful intuition of experts to guide the research process.However, they are also limited because they cannot validate ideas that go against such intuition; for example, they cannot expose fallacious assumptions.Theoretical evaluations are also important, as they are Shimon Whiteson, Michael L. Littman |
Mach. Learn. | 2 |
| 2010 | Integrating Sample-Based Planning and Model-Based Reinforcement LearningabstractRecent advancements in model-based reinforcement learning have shown that the dynamics of many structured domains (e.g. DBNs) can be learned with tractable sample complexity, despite their exponentially large state spaces. Unfortunately, these algorithms all require access to a planner that computes a near optimal policy, and while many traditional MDP algorithms make this guarantee, their computation time grows with the number of states. We show how to replace these over-matched planners with a class of sample-based planners — whose computation time is independent of the number of states — without sacrificing the sample-efficiency guarantees of the overall learning algorithms. To do so, we define sufficient criteria for a sample-based planner to be used in such a learning system and analyze two popular sample-based approaches from the literature. We also introduce our own sample-based planner, which combines the strategies from these algorithms and still meets the criteria for integration into our learning system. In doing so, we define the first complete RL solution for compactly represented (exponentially sized) state spaces with efficiently learnable dynamics that is both sample efficient and whose computation time does not grow rapidly with the number of states. Thomas J. Walsh 0001, Sergiu Goschin, Michael L. Littman |
AAAI | 3 |
| 2010 | Generalizing Apprenticeship Learning across Hypothesis Classes
Thomas J. Walsh 0001, Kaushik Subramanian, Michael L. Littman, Carlos Diuk |
ICML | 3 |
| 2010 | Classes of Multiagent Q-learning Dynamics with epsilon-greedy Exploration
Michael Wunder, Michael L. Littman, Monica Babes-Vroman |
ICML | 2 |
| 2010 | Broadening student enthusiasm for computer science with a great insights courseabstractWe describe the "Great Insights in Computer Science" courses that are taught at Rutgers and UMBC. These courses were designed independently, but have in common a broad, engaging introduction to computing for non-majors. Both courses include a programming component to help the students gain an intuition for computational concepts, but neither is primarily programming focused. We present data to show that these courses attract a diverse group of students; are rated positively; and increase students' understanding of, and attitudes towards, computing and computational issues. Marie desJardins, Michael L. Littman |
SIGCSE | 2 |
| 2010 | Dimension reduction and its application to model-based exploration in continuous spaces
Ali Nouri, Michael L. Littman |
Mach. Learn. | 2 |
| 2009 | A Bayesian Sampling Approach to Exploration in Reinforcement Learning
John Asmuth, Lihong Li 0001, Michael L. Littman, Ali Nouri, David Wingate |
UAI | 3 |
| 2009 | Exploring compact reinforcement-learning representations with linear regression
Thomas J. Walsh 0001, István Szita, Carlos Diuk, Michael L. Littman |
UAI | 4 |
| 2009 | Learning and planning in environments with delayed feedback
Thomas J. Walsh 0001, Ali Nouri, Lihong Li 0001, Michael L. Littman |
Auton. Agents Multi Agent Syst. | 4 |
| 2009 | Provably Efficient Learning with Typed Parametric Models
Emma Brunskill, Bethany R. Leffler, Lihong Li 0001, Michael L. Littman, Nicholas Roy |
J. Mach. Learn. Res. | 4 |
| 2009 | Reinforcement Learning in Finite MDPs: PAC Analysis
Alexander L. Strehl, Lihong Li 0001, Michael L. Littman |
J. Mach. Learn. Res. | 3 |
| 2008 | Potential-based Shaping in Model-based Reinforcement Learning
John Asmuth, Michael L. Littman, Robert Zinkov |
AAAI | 2 |
| 2008 | Efficient Learning of Action Schemas and Web-Service Descriptions
Thomas J. Walsh 0001, Michael L. Littman |
AAAI | 2 |
| 2008 | An object-oriented representation for efficient reinforcement learningabstractRich representations in reinforcement learning have been studied for the purpose of enabling generalization and making learning feasible in large state spaces. We introduce Object-Oriented MDPs (OO-MDPs), a representation based on objects and their interactions, which is a natural way of modeling environments and offers important generalization opportunities. We introduce a learning algorithm for deterministic OO-MDPs and prove a polynomial bound on its sample complexity. We illustrate the performance gains of our representation and algorithm in the well-known Taxi domain, plus a real-life videogame. Carlos Diuk, Andre Cohen, Michael L. Littman |
ICML | 3 |
| 2008 | Knows what it knows: a framework for self-aware learningabstractWe introduce a learning framework that combines elements of the well-known PAC and mistake-bound models. The KWIK (knows what it knows) framework was designed particularly for its utility in learning settings where active exploration can impact the training examples the learner is exposed to, as is true in reinforcement-learning and active-learning problems. We catalog several KWIK-learnable classes and open problems. Lihong Li 0001, Michael L. Littman, Thomas J. Walsh 0001 |
ICML | 2 |
| 2008 | An analysis of linear models, linear value-function approximation, and feature selection for reinforcement learningabstractWe show that linear value-function approximation is equivalent to a form of linear model approximation. We then derive a relationship between the model-approximation error and the Bellman error, and show how this relationship can guide feature selection for model improvement and/or value-function improvement. We also show how these results give insight into the behavior of existing feature-selection algorithms. Ronald Parr, Lihong Li 0001, Gavin Taylor, Christopher Painter-Wakefield, Michael L. Littman |
ICML | 5 |
| 2008 | Democratic approximation of lexicographic preference modelsabstractPrevious algorithms for learning lexicographic preference models (LPMs) produce a "best guess" LPM that is consistent with the observations. Our approach is more democratic: we do not commit to a single LPM. Instead, we approximate the target using the votes of a collection of consistent LPMs. We present two variations of this method---variable voting and model voting---and empirically show that these democratic algorithms outperform the existing methods. We also introduce an intuitive yet powerful learning bias to prune some of the possible LPMs. We demonstrate how this learning bias can be used with variable and model voting and show that the learning bias improves the learning curve significantly, especially when the number of observations is small. Fusun Yaman, Thomas J. Walsh 0001, Michael L. Littman, Marie desJardins |
ICML | 3 |
| 2008 | Multi-resolution Exploration in Continuous SpacesabstractThe essence of exploration is acting to try to decrease uncertainty. We propose a new methodology for representing uncertainty in continuous-state control problems. Our approach, multi-resolution exploration (MRE), uses a hierarchical mapping to identify regions of the state space that would benefit from additional samples. We demonstrate MRE's broad utility by using it to speed up learning in a prototypical model-based and value-based reinforcement-learning method. Empirical results show that MRE improves upon state-of-the-art exploration approaches. Ali Nouri, Michael L. Littman |
NIPS | 2 |
| 2008 | CORL: A Continuous-state Offset-dynamics Reinforcement Learner
Emma Brunskill, Bethany R. Leffler, Lihong Li 0001, Michael L. Littman, Nicholas Roy |
UAI | 4 |
| 2008 | A Polynomial-time Nash Equilibrium Algorithm for Repeated Stochastic Games
Enrique Munoz de Cote, Michael L. Littman |
UAI | 2 |
| 2008 | An analysis of model-based Interval Estimation for Markov Decision Processes
Alexander L. Strehl, Michael L. Littman |
J. Comput. Syst. Sci. | 2 |
| 2007 | Efficient Reinforcement Learning with Relocatable Action Models
Bethany R. Leffler, Michael L. Littman, Timothy Edmunds |
AAAI | 2 |
| 2007 | Efficient Structure Learning in Factored-State MDPs
Alexander L. Strehl, Carlos Diuk, Michael L. Littman |
AAAI | 3 |
| 2007 | Planning and Learning in Environments with Delayed Feedback
Thomas J. Walsh 0001, Ali Nouri, Lihong Li 0001, Michael L. Littman |
ECML | 4 |
| 2007 | Analyzing feature generation for value-function approximationabstractWe analyze a simple, Bellman-error-based approach to generating basis functions for value-function approximation. We show that it generates orthogonal basis functions that provably tighten approximation error bounds. We also illustrate the use of this approach in the presence of noise on some sample problems. Ronald Parr, Christopher Painter-Wakefield, Lihong Li 0001, Michael L. Littman |
ICML | 4 |
| 2007 | Online Linear Regression and Its Application to Model-Based Reinforcement LearningabstractWe provide a provably efficient algorithm for learning Markov Decision Processes (MDPs) with continuous state and action spaces in the online setting. Specifically, we take a model-based approach and show that a special type of online linear regression allows us to learn MDPs with (possibly kernalized) linearly parameterized dynamics. This result builds on Kearns and Singh's work that provides a provably efficient algorithm for finite state MDPs. Our approach is not restricted to the linear setting, and is applicable to other classes of continuous MDPs. Alexander L. Strehl, Michael L. Littman |
NIPS | 2 |
| 2007 | A hierarchy of prescriptive goals for multiagent learning
Martin Zinkevich, Amy Greenwald, Michael L. Littman |
Artif. Intell. | 3 |
| 2007 | Introduction to the special issue on learning and computational game theory
Amy Greenwald, Michael L. Littman |
Mach. Learn. | 2 |
| 2006 | Targeting Specific Distributions of Trajectories in MDPs
David L. Roberts 0001, Mark J. Nelson, Charles L. Isbell Jr., Michael Mateas, Michael L. Littman |
AAAI | 5 |
| 2006 | PAC model-free reinforcement learningabstractFor a Markov Decision Process with finite state (size S) and action spaces (size A per state), we propose a new algorithm---Delayed Q-Learning. We prove it is PAC, achieving near optimal performance except for Õ(SA) timesteps using O(SA) space, improving on the Õ(S2 A) bounds of best previous algorithms. This result proves efficient reinforcement learning is possible without learning a model of the MDP from experience. Learning takes place from a single continuous thread of experience---no resets nor parallel sampling is used. Beyond its smaller storage and experience requirements, Delayed Q-learning's per-experience computation cost is much less than that of previous PAC algorithms. Alexander L. Strehl, Lihong Li 0001, Eric Wiewiora, John Langford 0001, Michael L. Littman |
ICML | 5 |
| 2006 | Experience-efficient learning in associative bandit problemsabstractWe formalize the associative bandit problem framework introduced by Kaelbling as a learning-theory problem. The learning environment is modeled as a k-armed bandit where arm payoffs are conditioned on an observable input selected on each trial. We show that, if the payoff functions are constrained to a known hypothesis class, learning can be performed efficiently with respect to the VC dimension of this class. We formally reduce the problem of PAC classification to the associative bandit problem, producing an efficient algorithm for any hypothesis class for which efficient classification algorithms are known. We demonstrate the approach empirically on a scalable concept class. Alexander L. Strehl, Chris Mesterharm, Michael L. Littman, Haym Hirsh |
ICML | 3 |
| 2006 | An Efficient Optimal-Equilibrium Algorithm for Two-player Game Trees
Michael L. Littman, Nishkam Ravi, Arjun Talwar, Martin Zinkevich |
UAI | 1 |
| 2006 | Incremental Model-based Learners With Formal Learning-Time Guarantees
Alexander L. Strehl, Lihong Li 0001, Michael L. Littman |
UAI | 3 |
| 2005 | Lazy Approximation for Solving Continuous Finite-Horizon MDPs
Lihong Li 0001, Michael L. Littman |
AAAI | 2 |
| 2005 | Activity Recognition from Accelerometer Data
Nishkam Ravi, Nikhil Dandekar, Preetham Mysore, Michael L. Littman |
AAAI | 4 |
| 2005 | A theoretical analysis of Model-Based Interval EstimationabstractSeveral algorithms for learning near-optimal policies in Markov Decision Processes have been analyzed and proven efficient. Empirical results have suggested that Model-based Interval Estimation (MBIE) learns efficiently in practice, effectively balancing exploration and exploitation. This paper presents the first theoretical analysis of MBIE, proving its efficiency even under worst-case conditions. The paper also introduces a new performance metric, average loss, and relates it to its less "online" cousins from the literature. Alexander L. Strehl, Michael L. Littman |
ICML | 2 |
| 2005 | Cyclic Equilibria in Markov GamesabstractAlthough variants of value iteration have been proposed for finding Nash or correlated equilibria in general-sum Markov games, these variants have not been shown to be effective in general. In this paper, we demon- strate by construction that existing variants of value iteration cannot find stationary equilibrium policies in arbitrary general-sum Markov games. Instead, we propose an alternative interpretation of the output of value it- eration based on a new (non-stationary) equilibrium concept that we call “cyclic equilibria.” We prove that value iteration identifies cyclic equi- libria in a class of games in which it fails to find stationary equilibria. We also demonstrate empirically that value iteration finds cyclic equilibria in nearly all examples drawn from a random distribution of Markov games. Martin Zinkevich, Amy Greenwald, Michael L. Littman |
NIPS | 3 |
| 2005 | A polynomial-time Nash equilibrium algorithm for repeated games
Michael L. Littman, Peter Stone 0001 |
Decis. Support Syst. | 1 |
| 2005 | The First Probabilistic Track of the International Planning CompetitionabstractThe 2004 International Planning Competition, IPC-4, included a probabilistic planning track for the first time. We describe the new domain specification language we created for the track, our evaluation methodology, the competition domains we developed, and the results of the participating teams. Håkan L. S. Younes, Michael L. Littman, David Weissman, John Asmuth |
J. Artif. Intell. Res. | 2 |
| 2005 | Corpus-based Learning of Analogies and Semantic Relations
Peter D. Turney, Michael L. Littman |
Mach. Learn. | 2 |
| 2004 | An Instance-Based State Representation for Network Repair
Michael L. Littman, Nishkam Ravi, Eitan Fenson, Richard E. Howard |
AAAI | 1 |
| 2004 | Planning with predictive state representationsabstractPredictive state representation (PSR) models for controlled dynamical systems have recently been proposed as an alternative to traditional models such as partially observable Markov decision processes (POMDPs). In this paper we develop and evaluate two general planning algorithms for PSR models. First, we show how planning algorithms for POMDPs that exploit the piecewise linear property of value functions for finite-horizon problems can be extended to PSRs. This requires an interesting replacement of the role of hidden nominalstates in POMDPs with linearly independent predictions in PSRs. Second, we show how traditional reinforcement learning algorithms such as Q-learning can be extended to PSR models. We empirically evaluate both our algorithms on a standard set of test POMDP problems. Michael R. James 0001, Satinder Singh 0001, Michael L. Littman |
ICMLA | 3 |
| 2004 | An Empirical Evaluation of Interval Estimation for Markov Decision ProcessesabstractThis work takes an empirical approach to evaluating three model-based reinforcement-learning methods. All methods intend to speed the learning process by mixing exploitation of learned knowledge with exploration of possibly promising alternatives. We consider /spl epsi/-greedy exploration, which is computationally cheap and popular, but unfocused in its exploration effort; R-Max exploration, a simplification of an exploration scheme that comes with a theoretical guarantee of efficiency; and a well-grounded approach, model-based interval estimation, that better integrates exploration and exploitation. Our experiments indicate that effective exploration can result in dramatic improvements in the observed rate of learning. Alexander L. Strehl, Michael L. Littman |
ICTAI | 2 |
| 2003 | Learning Predictive State Representations
Satinder Singh 0001, Michael L. Littman, Nicholas K. Jong, David Pardoe, Peter Stone 0001 |
ICML | 2 |
| 2003 | A polynomial-time nash equilibrium algorithm for repeated gamesabstractWith the increasing reliance on game theory as a foundation for auctions and electronic commerce, efficient algorithms for computing equilibria in multiplayer general-sum games are of great theoretical and practical interest. The computational complexity of finding a Nash equilibrium for a one-shot bimatrix game is a well known open problem. This paper treats a closely related problem, that of finding a Nash equilibrium for an average-payoff phrepeated bimatrix game, and presents a polynomial-time algorithm. Our approach draws on the "folk theorem" from game theory and shows how finite-state equilibrium strategies can be found efficiently and expressed succinctly. Michael L. Littman, Peter Stone 0001 |
EC | 1 |
| 2003 | Contingent planning under uncertainty via stochastic satisfiability
Stephen M. Majercik, Michael L. Littman |
Artif. Intell. | 2 |
| 2003 | Decision-Theoretic Bidding Based on Learned Density Models in Simultaneous, Interacting AuctionsabstractAuctions are becoming an increasingly popular method for transacting business, especially over the Internet. This article presents a general approach to building autonomous bidding agents to bid in multiple simultaneous auctions for interacting goods. A core component of our approach learns a model of the empirical price dynamics based on past data and uses the model to analytically calculate, to the greatest extent possible, optimal bids. We introduce a new and general boosting-based algorithm for conditional density estimation problems of this kind, i.e., supervised learning problems in which the goal is to estimate the entire conditional distribution of the real-valued label. This approach is fully implemented as ATTac-2001, a top-scoring agent in the second Trading Agent Competition (TAC-01). We present experiments demonstrating the effectiveness of our boosting-based price predictor relative to several reasonable alternatives. Peter Stone 0001, Robert E. Schapire, Michael L. Littman, János A. Csirik, David A. McAllester |
J. Artif. Intell. Res. | 3 |
| 2003 | Measuring praise and criticism: Inference of semantic orientation from associationabstractThe evaluative character of a word is called its semantic orientation . Positive semantic orientation indicates praise (e.g., "honest", "intrepid") and negative semantic orientation indicates criticism (e.g., "disturbing", "superfluous"). Semantic orientation varies in both direction (positive or negative) and degree (mild to strong). An automated system for measuring semantic orientation would have application in text classification, text filtering, tracking opinions in online discussions, analysis of survey responses, and automated chat systems ( chatbots ). This article introduces a method for inferring the semantic orientation of a word from its statistical association with a set of positive and negative paradigm words. Two instances of this approach are evaluated, based on two different statistical measures of word association: pointwise mutual information (PMI) and latent semantic analysis (LSA). The method is experimentally tested with 3,596 words (including adjectives, adverbs, nouns, and verbs) that have been manually labeled positive (1,614 words) and negative (1,982 words). The method attains an accuracy of 82.8% on the full test set, but the accuracy rises above 95% when the algorithm is allowed to abstain from classifying mild words. Peter D. Turney, Michael L. Littman |
ACM Trans. Inf. Syst. | 2 |
| 2002 | Modeling Auction Price Uncertainty Using Boosting-based Conditional Density Estimation
Robert E. Schapire, Peter Stone 0001, David A. McAllester, Michael L. Littman, János A. Csirik |
ICML | 4 |
| 2002 | A probabilistic approach to solving crossword puzzles
Michael L. Littman, Greg A. Keim, Noam Shazeer |
Artif. Intell. | 1 |
| 2001 | Friend-or-Foe Q-learning in General-Sum Games
Michael L. Littman |
ICML | 1 |
| 2001 | PAC Generalization Bounds for Co-trainingabstractThe rule-based bootstrapping introduced by Yarowsky, and its co- training variant by Blum and Mitchell, have met with considerable em- pirical success. Earlier work on the theory of co-training has been only loosely related to empirically useful co-training algorithms. Here we give a new PAC-style bound on generalization error which justifies both the use of confidences — partial rules and partial labeling of the unlabeled data — and the use of an agreement-based objective function as sug- gested by Collins and Singer. Our bounds apply to the multiclass case, i.e., where instances are to be assigned one of Sanjoy Dasgupta, Michael L. Littman, David A. McAllester |
NIPS | 2 |
| 2001 | An Efficient, Exact Algorithm for Solving Tree-Structured Graphical GamesabstractWe describe a new algorithm for computing a Nash equilibrium in graphical games, a compact representation for multi-agent systems that we introduced in previous work. The algorithm is the first to compute equilibria both efficiently and exactly for a non-trivial class of graphical games. Michael L. Littman, Michael Kearns, Satinder Singh 0001 |
NIPS | 1 |
| 2001 | Predictive Representations of StateabstractWe show that states of a dynamical system can be usefully repre(cid:173) sented by multi-step, action-conditional predictions of future ob(cid:173) servations. State representations that are grounded in data in this way may be easier to learn, generalize better, and be less depen(cid:173) dent on accurate prior models than, for example, POMDP state representations. Building on prior work by Jaeger and by Rivest and Schapire, in this paper we compare and contrast a linear spe(cid:173) cialization of the predictive approach with the state representa(cid:173) tions used in POMDPs and in k-order Markov models. Ours is the first specific formulation of the predictive idea that includes both stochasticity and actions (controls). We show that any system has a linear predictive state representation with number of predictions no greater than the number of states in its minimal POMDP model. In predicting or controlling a sequence of observations, the concepts of state and state estimation inevitably arise. There have been two dominant approaches. The generative-model approach, typified by research on partially observable Markov de(cid:173) cision processes (POMDPs), hypothesizes a structure for generating observations and estimates its state and state dynamics. The history-based approach, typified by k-order Markov methods, uses simple functions of past observations as state, that is, as the immediate basis for prediction and control. (The data flow in these two ap(cid:173) proaches are diagrammed in Figure 1.) Of the two, the generative-model approach is more general. The model's internal state gives it temporally unlimited memory(cid:173) the ability to remember an event that happened arbitrarily long ago--whereas a history-based approach can only remember as far back as its history extends. The bane of generative-model approaches is that they are often strongly dependent on a good model of the system's dynamics. Most uses of POMDPs, for example, assume a perfect dynamics model and attempt only to estimate state. There are algorithms for simultaneously estimating state and dynamics (e.g., Chrisman, 1992), analogous to the Baum-Welch algorithm for the uncontrolled case (Baum et al., 1970), but these are only effective at tuning parameters that are already approximately cor(cid:173) rect (e.g., Shatkay & Kaelbling, 1997). observations (and actions) Michael L. Littman, Richard S. Sutton, Satinder Singh 0001 |
NIPS | 1 |
| 2001 | Graphical Models for Game Theory
Michael Kearns, Michael L. Littman, Satinder Singh 0001 |
UAI | 2 |
| 2001 | ATTac-2000: An Adaptive Autonomous Bidding AgentabstractThe First Trading Agent Competition (TAC) was held from June 22nd to July 8th, 2000. TAC was designed to create a benchmark problem in the complex domain of e-marketplaces and to motivate researchers to apply unique approaches to a common task. This article describes ATTac-2000, the first-place finisher in TAC. ATTac-2000 uses a principled bidding strategy that includes several elements of adaptivity. In addition to the success at the competition, isolated empirical results are presented indicating the robustness and effectiveness of ATTac-2000's adaptive strategy. Peter Stone 0001, Michael L. Littman, Satinder Singh 0001, Michael Kearns |
J. Artif. Intell. Res. | 2 |
| 2001 | Stochastic Boolean Satisfiability
Michael L. Littman, Stephen M. Majercik, Toniann Pitassi |
J. Autom. Reason. | 1 |
| 2000 | Approximate Dimension Equalization in Vector-based Information Retrieval
Michael L. Littman |
ICML | 2 |
| 2000 | Algorithm Selection using Reinforcement Learning
Michail G. Lagoudakis, Michael L. Littman |
ICML | 2 |
| 2000 | Exact Solutions to Time-Dependent MDPsabstractWe describe an extension of the Markov decision process model in which a continuous time dimension is included in the state space. This allows for the representation and exact solution of a wide range of problems in which transitions or rewards vary over time. We examine problems based on route planning with public trans(cid:173) portation and telescope observation scheduling. Justin A. Boyan, Michael L. Littman |
NIPS | 2 |
| 2000 | Convergence Results for Single-Step On-Policy Reinforcement-Learning Algorithms
Satinder Singh 0001, Tommi S. Jaakkola, Michael L. Littman, Csaba Szepesvári |
Mach. Learn. | 3 |
| 1999 | A Unified Analysis of Value-Function-Based Reinforcement Learning AlgorithmsabstractReinforcement learning is the problem of generating optimal behavior in a sequential decision-making environment given the opportunity of interacting with it. Many algorithms for solving reinforcement-learning problems work by computing improved estimates of the optimal value function. We extend prior analyses of reinforcement-learning algorithms and present a powerful new theorem that can provide a unified analysis of such value-function-based reinforcement-learning algorithms. The usefulness of the theorem lies in how it allows the convergence of a complex asynchronous reinforcement-learning algorithm to be proved by verifying that a simpler synchronous algorithm converges. We illustrate the application of the theorem by analyzing the convergence of Q-learning, model-based reinforcement learning, Q-learning with multistate updates, Q-learning for Markov games, and risk-sensitive reinforcement learning. Csaba Szepesvári, Michael L. Littman |
Neural Comput. | 2 |
| 1998 | Learning a Language-Independent Representation for Terms from a Partially Aligned Corpus
Michael L. Littman, Greg A. Keim |
ICML | 1 |
| 1998 | Planning and Acting in Partially Observable Stochastic Domains
Leslie Pack Kaelbling, Michael L. Littman, Anthony R. Cassandra |
Artif. Intell. | 2 |
| 1998 | The Computational Complexity of Probabilistic PlanningabstractWe examine the computational complexity of testing and finding small plans in probabilistic planning domains with both flat and propositional representations. The complexity of plan evaluation and existence varies with the plan type sought; we examine totally ordered plans, acyclic plans, and looping plans, and partially ordered plans under three natural definitions of plan value. We show that problems of interest are complete for a variety of complexity classes: PL, P, NP, co-NP, PP, NP^PP, co-NP^PP, and PSPACE. In the process of proving that certain planning problems are complete for NP^PP, we introduce a new basic NP^PP-complete problem, E-MAJSAT, which generalizes the standard Boolean satisfiability problem to computations involving probabilistic quantities; our results suggest that the development of good heuristics for E-MAJSAT could be important for the creation of efficient algorithms for a wide variety of problems. Michael L. Littman, Judy Goldsmith, Martin Mundhenk |
J. Artif. Intell. Res. | 1 |
| 1997 | Incremental Pruning: A Simple, Fast, Exact Method for Partially Observable Markov Decision Processes
Anthony R. Cassandra, Michael L. Littman, Nevin Lianwen Zhang |
UAI | 2 |
| 1997 | The Complexity of Plan Existence and Evaluation in Probabilistic Domains
Judy Goldsmith, Michael L. Littman, Martin Mundhenk |
UAI | 2 |
| 1996 | A Generalized Reinforcement-Learning Model: Convergence and Applications
Michael L. Littman, Csaba Szepesvári |
ICML | 1 |
| 1996 | Taggers for Parsers
Eugene Charniak, Glenn Carroll, John E. Adcock, Anthony R. Cassandra, Yoshihiko Gotoh, Jeremy Katz, Michael L. Littman, John McCann |
Artif. Intell. | 7 |
| 1996 | Reinforcement Learning: A SurveyabstractThis paper surveys the field of reinforcement learning from a computer-science perspective. It is written to be accessible to researchers familiar with machine learning. Both the historical basis of the field and a broad selection of current work are summarized. Reinforcement learning is the problem faced by an agent that learns behavior through trial-and-error interactions with a dynamic environment. The work described here has a resemblance to work in psychology, but differs considerably in the details and in the use of the word ``reinforcement.'' The paper discusses central issues of reinforcement learning, including trading off exploration and exploitation, establishing the foundations of the field via Markov decision theory, learning from delayed reinforcement, constructing empirical models to accelerate learning, making use of generalization and hierarchy, and coping with hidden state. It concludes with a survey of some implemented systems and an assessment of the practical utility of current methods for reinforcement learning. Leslie Pack Kaelbling, Michael L. Littman, Andrew W. Moore 0001 |
J. Artif. Intell. Res. | 2 |
| 1995 | Learning Policies for Partially Observable Environments: Scaling Up
Michael L. Littman, Anthony R. Cassandra, Leslie Pack Kaelbling |
ICML | 1 |
| 1995 | On the Complexity of Solving Markov Decision Problems
Michael L. Littman, Thomas L. Dean, Leslie Pack Kaelbling |
UAI | 1 |
| 1994 | Acting Optimally in Partially Observable Stochastic Domains
Anthony R. Cassandra, Leslie Pack Kaelbling, Michael L. Littman |
AAAI | 3 |
| 1994 | Markov Games as a Framework for Multi-Agent Reinforcement Learning
Michael L. Littman |
ICML | 1 |
| 1993 | Packet Routing in Dynamically Changing Networks: A Reinforcement Learning Approach
Justin A. Boyan, Michael L. Littman |
NIPS | 2 |
| 1992 | Supporting Informal Communication via Ephemeral Interest GroupsabstractIn this paper, we introduce ephemeral interest groups for supporting informal communication. Ephemeral interest groups are electronic discussion groups that, in contrast to bulletin boards and the like, are short-lived and ad hoc. They are designed as a medium for informal discussions of items broadcast to a wider community. We have implemented a prototype system to explore ephemeral interest groups. We discuss the goals of the system, characterize its evolution over the last ten months of deployment, and sketch our plans for future developments. Laurence Brothers, James D. Hollan, Jakob Neilsen, Scott Stornetta, Steven P. Abney, George W. Furnas, Michael L. Littman |
CSCW | 7 |
| 1989 | Generalization and Scaling in Reinforcement Learning
David H. Ackley, Michael L. Littman |
NIPS | 2 |