EDBT 2026 Demo / reviewers in the wild / expert
Satinder Singh 0001
dblp:09/3058 · also Satinder (Baveja) Singh, Satinder P. Singh, Satinder Pal Singh
· DBLP profile ↗
181ranked-venue papers
25as first author
32since 2021 · last 2025
0000-0002-5169-9486ORCID · conflict
Domains — the database's venue-derived domains; a paper can count in several
Artificial intelligence and machine learning · 176 · 24 first-author · 32 since 2021Graphics, computer vision, multimedia, augmented reality and games · 35 · 2 first-author · 4 since 2021Databases, data management, data science and information retrieval · 3Theory of computation · 2 · 1 first-authorSystems, architecture and hardware · 1 · 1 first-authorSecurity and privacy · 1Software engineering, systems software and programming languages · 1 · 1 first-author
| Year | Publication | Venue | Position |
|---|---|---|---|
| 2025 | Mastering Board Games by External and Internal Planning with Language ModelsabstractAdvancing planning and reasoning capabilities of Large Language Models (LLMs) is one of the key prerequisites towards unlocking their potential for performing reliably in complex and impactful domains. In this paper, we aim to demonstrate this across board games (Chess, Fischer Random / Chess960, Connect Four, and Hex), and we show that search-based planning can yield significant improvements in LLM game-playing strength. We introduce, compare and contrast two major approaches: In external search, the model guides Monte Carlo Tree Search (MCTS) rollouts and evaluations without calls to an external game engine, and in internal search, the model is trained to generate in-context a linearized tree of search and a resulting final choice. Both build on a language model pre-trained on relevant domain knowledge, reliably capturing the transition and value functions in the respective environments, with minimal hallucinations. We evaluate our LLM search implementations against game-specific state-of-the-art engines, showcasing substantial improvements in strength over the base model, and reaching Grandmaster-level performance in chess while operating closer to the human search budget. Our proposed approach, combining search with domain knowledge, is not specific to board games, hinting at more general future applications. John Schultz, Jakub Adámek, Matej Jusup, Marc Lanctot, Michael Kaisers, Sarah Perrin, Daniel Hennes, Jeremy Shar, Cannada A. Lewis, Anian Ruoss, Tom Zahavy, Petar Velickovic, Laurel Prince, Satinder Singh 0001, Eric Malmi, Nenad Tomasev |
ICML | 14 |
| 2025 | Plasticity as the Mirror of EmpowermentabstractAgents are minimally entities that are influenced by their past observations and act to influence future observations. This latter capacity is captured by empowerment, which has served as a vital framing concept across artificial intelligence and cognitive science. This former capacity, however, is equally foundational: In what ways, and to what extent, can an agent be influenced by what it observes? In this paper, we ground this concept in a universal agent-centric measure that we refer to as plasticity, and reveal a fundamental connection to empowerment. Following a set of desiderata on a suitable definition, we define plasticity using a new information-theoretic quantity we call the generalized directed information. We show that this new quantity strictly generalizes the directed information introduced by Massey (1990) while preserving all of its desirable properties. Under this definition, we find that plasticity is well thought of as the mirror of empowerment: The two concepts are defined using the same measure, with only the direction of influence reversed. Our main result establishes a tension between the plasticity and empowerment of an agent, suggesting that agent design needs to be mindful of both characteristics. We explore the implications of these findings, and suggest that plasticity, empowerment, and their relationship are essential to understanding agency. David Abel, Michael H. Bowling, André Barreto 0001, Will Dabney, Steven Hansen 0001, Anna Harutyunyan, Khimya Khetarpal, Clare Lyle, Razvan Pascanu, Georgios Piliouras, Doina Precup, Jonathan Richens, Mark Rowland 0001, Tom Schaul, Satinder Singh 0001 |
NeurIPS | 16 |
| 2025 | Generating Creative Chess PuzzlesabstractWhile Generative AI rapidly advances in various domains, generating truly creative, aesthetic, and counter-intuitive outputs remains a challenge. This paper presents an approach to tackle these difficulties in the domain of chess puzzles. We start by benchmarking Generative AI architectures, and then introduce an RL framework with novel rewards based on chess engine search statistics to overcome some of those shortcomings. The rewards are designed to enhance a puzzle's uniqueness, counter-intuitiveness, diversity, and realism. Our RL approach dramatically increases counter-intuitive puzzle generation by 10x, from 0.22\% (supervised) to 2.5\%, surpassing existing dataset rates (2.1\%) and the best Lichess-trained model (0.4\%). Our puzzles meet novelty and diversity benchmarks, retain aesthetic themes, and are rated by human experts as more creative, enjoyable, and counter-intuitive than composed book puzzles, even approaching classic compositions. Our final outcome is a curated booklet of these novel AI-generated puzzles, which is acknowledged for creativity by three world-renowned experts. Xidong Feng, Vivek Veeriah, Marcus Chiam, Michael Dennis 0001, Federico Barbero, Johan S. Obando-Ceron, Jiaxin Shi, Satinder Singh 0001, Shaobo Hou, Nenad Tomasev, Tom Zahavy |
NeurIPS | 8 |
| 2024 | Genie: Generative Interactive EnvironmentsabstractWe introduce Genie, the first *generative interactive environment* trained in an unsupervised manner from unlabelled Internet videos. The model can be prompted to generate an endless variety of action-controllable virtual worlds described through text, synthetic images, photographs, and even sketches. At 11B parameters, Genie can be considered a *foundation world model*. It is comprised of a spatiotemporal video tokenizer, an autoregressive dynamics model, and a simple and scalable latent action model. Genie enables users to act in the generated environments on a frame-by-frame basis *despite training without any ground-truth action labels* or other domain specific requirements typically found in the world model literature. Further the resulting learned latent action space facilitates training agents to imitate behaviors from unseen videos, opening the path for training generalist agents of the future. Jake Bruce, Michael Dennis 0001, Ashley Edwards, Jack Parker-Holder, Yuge Shi, Edward Hughes 0001, Matthew Lai, Aditi Mavalankar, Richie Steigerwald, Chris Apps, Yusuf Aytar, Sarah Bechtle, Feryal M. P. Behbahani, Stephanie C. Y. Chan, Nicolas Heess, Lucy Gonzalez, Simon Osindero, Sherjil Ozair, Scott E. Reed, Jingwei Zhang 0001, Konrad Zolna, Jeff Clune, Nando de Freitas, Satinder Singh 0001, Tim Rocktäschel |
ICML | 24 |
| 2023 | Composing Task Knowledge With Modular Successor Feature Approximators
Wilka Carvalho, Angelos Filos, Richard L. Lewis, Honglak Lee, Satinder Singh 0001 |
ICLR | 5 |
| 2023 | Discovering Evolution Strategies via Meta-Black-Box Optimization
Robert T. Lange, Tom Schaul, Yutian Chen 0001, Tom Zahavy, Valentin Dalibard, Chris Lu 0001, Satinder Singh 0001, Sebastian Flennerhag |
ICLR | 7 |
| 2023 | In-context Reinforcement Learning with Algorithm Distillation
Michael Laskin, Luyu Wang, Junhyuk Oh, Emilio Parisotto, Stephen Spencer, Richie Steigerwald, DJ Strouse, Steven Hansen 0001, Angelos Filos, Ethan Brooks, Maxime Gazeau, Himanshu Sahni, Satinder Singh 0001, Volodymyr Mnih |
ICLR | 13 |
| 2023 | Discovering Policies with DOMiNO: Diversity Optimization Maintaining Near Optimality
Tom Zahavy, Yannick Schroecker, Feryal M. P. Behbahani, Kate Baumli, Sebastian Flennerhag, Shaobo Hou, Satinder Singh 0001 |
ICLR | 7 |
| 2023 | Human-Timescale Adaptation in an Open-Ended Task SpaceabstractFoundation models have shown impressive adaptation and scalability in supervised and self-supervised learning problems, but so far these successes have not fully translated to reinforcement learning (RL). In this work, we demonstrate that training an RL agent at scale leads to a general in-context learning algorithm that can adapt to open-ended novel embodied 3D problems as quickly as humans. In a vast space of held-out environment dynamics, our adaptive agent (AdA) displays on-the-fly hypothesis-driven exploration, efficient exploitation of acquired knowledge, and can successfully be prompted with first-person demonstrations. Adaptation emerges from three ingredients: (1) meta-reinforcement learning across a vast, smooth and diverse task distribution, (2) a policy parameterised as a large-scale attention-based memory architecture, and (3) an effective automated curriculum that prioritises tasks at the frontier of an agent’s capabilities. We demonstrate characteristic scaling laws with respect to network size, memory length, and richness of the training task distribution. We believe our results lay the foundation for increasingly general and adaptive RL agents that perform well across ever-larger open-ended domains. Jakob Bauer, Kate Baumli, Feryal M. P. Behbahani, Avishkar Bhoopchand, Nathalie Bradley-Schmieg, Natalie Clay, Adrian Collister, Vibhavari Dasagi, Lucy Gonzalez, Karol Gregor, Edward Hughes 0001, Sheleem Kashem, Maria Loks-Thompson, Hannah Openshaw, Jack Parker-Holder, Shreya Pathak, Nicolas Perez Nieves, Nemanja Rakicevic, Tim Rocktäschel, Yannick Schroecker, Satinder Singh 0001, Jakub Sygnowski, Karl Tuyls, Sarah York, Alexander Zacherl, Lei M. Zhang |
ICML | 22 |
| 2023 | ReLOAD: Reinforcement Learning with Optimistic Ascent-Descent for Last-Iterate Convergence in Constrained MDPsabstractIn recent years, reinforcement learning (RL) has been applied to real-world problems with increasing success. Such applications often require to put constraints on the agent’s behavior. Existing algorithms for constrained RL (CRL) rely on gradient descent-ascent, but this approach comes with a caveat. While these algorithms are guaranteed to converge on average, they do not guarantee last-iterate convergence, i.e., the current policy of the agent may never converge to the optimal solution. In practice, it is often observed that the policy alternates between satisfying the constraints and maximizing the reward, rarely accomplishing both objectives simultaneously. Here, we address this problem by introducing Reinforcement Learning with Optimistic Ascent-Descent (ReLOAD), a principled CRL method with guaranteed last-iterate convergence. We demonstrate its empirical effectiveness on a wide variety of CRL problems including discrete MDPs and continuous control. In the process we establish a benchmark of challenging CRL problems. Ted Moskovitz, Brendan O'Donoghue, Vivek Veeriah, Sebastian Flennerhag, Satinder Singh 0001, Tom Zahavy |
ICML | 5 |
| 2023 | Structured State Space Models for In-Context Reinforcement LearningabstractStructured state space sequence (S4) models have recently achieved state-of-the-art performance on long-range sequence modeling tasks. These models also have fast inference speeds and parallelisable training, making them potentially useful in many reinforcement learning settings. We propose a modification to a variant of S4 that enables us to initialise and reset the hidden state in parallel, allowing us to tackle reinforcement learning tasks. We show that our modified architecture runs asymptotically faster than Transformers in sequence length and performs better than RNN's on a simple memory-based task. We evaluate our modified architecture on a set of partially-observable environments and find that, in practice, our model outperforms RNN's while also running over five times faster. Then, by leveraging the model’s ability to handle long-range sequences, we achieve strong performance on a challenging meta-learning task in which the agent is given a randomly-sampled continuous control environment, combined with a randomly-sampled linear projection of the environment's observations and actions. Furthermore, we show the resulting model can adapt to out-of-distribution held-out tasks. Overall, the results presented in this paper show that structured state space models are fast and performant for in-context reinforcement learning tasks. We provide code at https://github.com/luchris429/s5rl. Chris Lu 0001, Yannick Schroecker, Albert Gu, Emilio Parisotto, Jakob N. Foerster, Satinder Singh 0001, Feryal M. P. Behbahani |
NeurIPS | 6 |
| 2023 | A Definition of Continual Reinforcement LearningabstractIn a standard view of the reinforcement learning problem, an agent’s goal is to efficiently identify a policy that maximizes long-term reward. However, this perspective is based on a restricted view of learning as finding a solution, rather than treating learning as endless adaptation. In contrast, continual reinforcement learning refers to the setting in which the best agents never stop learning. Despite the importance of continual reinforcement learning, the community lacks a simple definition of the problem that highlights its commitments and makes its primary concepts precise and clear. To this end, this paper is dedicated to carefully defining the continual reinforcement learning problem. We formalize the notion of agents that “never stop learning” through a new mathematical language for analyzing and cataloging agents. Using this new language, we define a continual learning agent as one that can be understood as carrying out an implicit search process indefinitely, and continual reinforcement learning as the setting in which the best agents are all continual learning agents. We provide two motivating examples, illustrating that traditional views of multi-task reinforcement learning and continual supervised learning are special cases of our definition. Collectively, these definitions and perspectives formalize many intuitive concepts at the heart of learning, and open new research pathways surrounding continual learning agents. David Abel, André Barreto 0001, Benjamin Van Roy, Doina Precup, Hado van Hasselt, Satinder Singh 0001 |
NeurIPS | 6 |
| 2023 | Large Language Models can Implement Policy IterationabstractIn this work, we demonstrate a method for implementing policy iteration using a large language model. While the application of foundation models to RL has received considerable attention, most approaches rely on either (1) the curation of expert demonstrations (either through manual design or task-specific pretraining) or (2) adaptation to the task of interest using gradient methods (either fine-tuning or training of adapter layers). Both of these techniques have drawbacks. Collecting demonstrations is labor-intensive, and algorithms that rely on them do not outperform the experts from which the demonstrations were derived. All gradient techniques are inherently slow, sacrificing the “few-shot” quality that makes in-context learning attractive to begin with. Our method demonstrates that a large language model can be used to implement policy iteration using the machinery of in-context learning, enabling it to learn to perform RL tasks without expert demonstrations or gradients. Our approach iteratively updates the contents of the prompt from which it derives its policy through trial-and-error interaction with an RL environment. In order to eliminate the role of in-weights learning (on which approaches like Decision Transformer rely heavily), we demonstrate our method using Codex (M. Chen et al. 2021b), a language model with no prior knowledge of the domains on which we evaluate it. Ethan Brooks, Logan Walls, Richard L. Lewis, Satinder Singh 0001 |
NeurIPS | 4 |
| 2023 | Combining Behaviors with the Successor Features KeyboardabstractThe Option Keyboard (OK) was recently proposed as a method for transferring behavioral knowledge across tasks. OK transfers knowledge by adaptively combining subsets of known behaviors using Successor Features (SFs) and Generalized Policy Improvement (GPI).
However, it relies on hand-designed state-features and task encodings which are cumbersome to design for every new environment.
In this work, we propose the "Successor Features Keyboard" (SFK), which enables transfer with discovered state-features and task encodings.
To enable discovery, we propose the "Categorical Successor Feature Approximator" (CSFA), a novel learning algorithm for estimating SFs while jointly discovering state-features and task encodings.
With SFK and CSFA, we achieve the first demonstration of transfer with SFs in a challenging 3D environment where all the necessary representations are discovered.
We first compare CSFA against other methods for approximating SFs and show that only CSFA discovers representations compatible with SF&GPI at this scale.
We then compare SFK against transfer learning baselines and show that it transfers most quickly to long-horizon tasks. Wilka Carvalho, Andre Saraiva 0001, Angelos Filos, Andrew K. Lampinen, Loïc Matthey, Richard L. Lewis, Honglak Lee, Satinder Singh 0001, Danilo Jimenez Rezende, Daniel Zoran |
NeurIPS | 8 |
| 2023 | Optimistic Meta-GradientsabstractWe study the connection between gradient-based meta-learning and convex optimisation. We observe that gradient descent with momentum is a special case of meta-gradients, and building on recent results in optimisation, we prove convergence rates for meta learning in the single task setting. While a meta-learned update rule can yield faster convergence up to constant factor, it is not sufficient for acceleration. Instead, some form of optimism is required. We show that optimism in meta-learning can be captured through the recently proposed Bootstrapped Meta-Gradient (Flennerhag et. al., 2022) method, providing deeper insight into its underlying mechanics. Sebastian Flennerhag, Tom Zahavy, Brendan O'Donoghue, Hado van Hasselt, András György 0001, Satinder Singh 0001 |
NeurIPS | 6 |
| 2023 | Risk-aware analysis for interpretations of probabilistic achievement and maintenance commitments
Qi Zhang 0038, Edmund H. Durfee, Satinder Singh 0001 |
Artif. Intell. | 3 |
| 2022 | Adaptive Pairwise Weights for Temporal Credit AssignmentabstractHow much credit (or blame) should an action taken in a state get for a future reward? This is the fundamental temporal credit assignment problem in Reinforcement Learning (RL). One of the earliest and still most widely used heuristics is to assign this credit based on a scalar coefficient, lambda (treated as a hyperparameter), raised to the power of the time interval between the state-action and the reward. In this empirical paper, we explore heuristics based on more general pairwise weightings that are functions of the state in which the action was taken, the state at the time of the reward, as well as the time interval between the two. Of course it isn't clear what these pairwise weight functions should be, and because they are too complex to be treated as hyperparameters we develop a metagradient procedure for learning these weight functions during the usual RL training of a policy. Our empirical work shows that it is often possible to learn these pairwise weight functions during learning of the policy to achieve better performance than competing approaches. Risto Vuorio, Richard L. Lewis, Satinder Singh 0001 |
AAAI | 4 |
| 2022 | Bootstrapped Meta-Learning
Sebastian Flennerhag, Yannick Schroecker, Tom Zahavy, Hado van Hasselt, David Silver 0001, Satinder Singh 0001 |
ICLR | 6 |
| 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 | 7 |
| 2022 | Planning to the Information Horizon of BAMDPs via Epistemic State AbstractionabstractThe Bayes-Adaptive Markov Decision Process (BAMDP) formalism pursues the Bayes-optimal solution to the exploration-exploitation trade-off in reinforcement learning. As the computation of exact solutions to Bayesian reinforcement-learning problems is intractable, much of the literature has focused on developing suitable approximation algorithms. In this work, before diving into algorithm design, we first define, under mild structural assumptions, a complexity measure for BAMDP planning. As efficient exploration in BAMDPs hinges upon the judicious acquisition of information, our complexity measure highlights the worst-case difficulty of gathering information and exhausting epistemic uncertainty. To illustrate its significance, we establish a computationally-intractable, exact planning algorithm that takes advantage of this measure to show more efficient planning. We then conclude by introducing a specific form of state abstraction with the potential to reduce BAMDP complexity and gives rise to a computationally-tractable, approximate planning algorithm. Dilip Arumugam, Satinder Singh 0001 |
NeurIPS | 2 |
| 2022 | Approximate Value EquivalenceabstractModel-based reinforcement learning agents must make compromises about which aspects of the environment their models should capture. The value equivalence (VE) principle posits that these compromises should be made considering the model's eventual use in value-based planning. Given sets of functions and policies, a model is said to be order-$k$ VE to the environment if $k$ applications of the Bellman operators induced by the policies produce the correct result when applied to the functions. Prior work investigated the classes of models induced by VE when we vary $k$ and the sets of policies and functions. This gives rise to a rich collection of topological relationships and conditions under which VE models are optimal for planning. Despite this effort, relatively little is known about the planning performance of models that fail to satisfy these conditions. This is due to the rigidity of the VE formalism, as classes of VE models are defined with respect to \textit{exact} constraints on their Bellman operators. This limitation gets amplified by the fact that such constraints themselves may depend on functions that can only be approximated in practice. To address these problems we propose approximate value equivalence (AVE), which extends the VE formalism by replacing equalities with error tolerances. This extension allows us to show that AVE models with respect to one set of functions are also AVE with respect to any other set of functions if we tolerate a high enough error. We can then derive bounds on the performance of VE models with respect to \textit{arbitrary sets of functions}. Moreover, AVE models more accurately reflect what can be learned by our agents in practice, allowing us to investigate previously unexplored tensions between model capacity and the choice of VE model class. In contrast to previous works, we show empirically that there are situations where agents with limited capacity should prefer to learn more accurate models with respect to smaller sets of functions over less accurate models with respect to larger sets of functions. Christopher Grimm, André Barreto 0001, Satinder Singh 0001 |
NeurIPS | 3 |
| 2022 | Palm up: Playing in the Latent Manifold for Unsupervised PretrainingabstractLarge and diverse datasets have been the cornerstones of many impressive advancements in artificial intelligence. Intelligent creatures, however, learn by interacting with the environment, which changes the input sensory signals and the state of the environment. In this work, we aim to bring the best of both worlds and propose an algorithm that exhibits an exploratory behavior whilst it utilizes large diverse datasets. Our key idea is to leverage deep generative models that are pretrained on static datasets and introduce a dynamic model in the latent space. The transition dynamics simply mixes an action and a random sampled latent. It then applies an exponential moving average for temporal persistency, the resulting latent is decoded to image using pretrained generator. We then employ an unsupervised reinforcement learning algorithm to explore in this environment and perform unsupervised representation learning on the collected data. We further leverage the temporal information of this data to pair data points as a natural supervision for representation learning. Our experiments suggest that the learned representations can be successfully transferred to downstream tasks in both vision and reinforcement learning domains. Hao Liu 0055, Tom Zahavy, Volodymyr Mnih, Satinder Singh 0001 |
NeurIPS | 4 |
| 2021 | Efficient Querying for Cooperative Probabilistic Commitments
Qi Zhang 0038, Edmund H. Durfee, Satinder Singh 0001 |
AAAI | 3 |
| 2021 | Discovering a set of policies for the worst case reward
Tom Zahavy, André Barreto 0001, Daniel J. Mankowitz, Shaobo Hou, Brendan O'Donoghue, Iurii Kemaev, Satinder Singh 0001 |
ICLR | 7 |
| 2021 | Reinforcement Learning of Implicit and Explicit Control Flow InstructionsabstractLearning to flexibly follow task instructions in dynamic environments poses interesting challenges for reinforcement learning agents. We focus here on the problem of learning control flow that deviates from a strict step-by-step execution of instructions{—}that is, control flow that may skip forward over parts of the instructions or return backward to previously completed or skipped steps. Demand for such flexible control arises in two fundamental ways: explicitly when control is specified in the instructions themselves (such as conditional branching and looping) and implicitly when stochastic environment dynamics require re-completion of instructions whose effects have been perturbed, or opportunistic skipping of instructions whose effects are already present. We formulate an attention-based architecture that meets these challenges by learning, from task reward only, to flexibly attend to and condition behavior on an internal encoding of the instructions. We test the architecture’s ability to learn both explicit and implicit control in two illustrative domains—one inspired by Minecraft and the other by StarCraft—and show that the architecture exhibits zero-shot generalization to novel instructions of length greater than those in a training set, at a performance level unmatched by three baseline recurrent architectures and one ablation architecture. Ethan Brooks, Janarthanan Rajendran, Richard L. Lewis, Satinder Singh 0001 |
ICML | 4 |
| 2021 | Reinforcement Learning for Sparse-Reward Object-Interaction Tasks in a First-person Simulated 3D EnvironmentabstractLearning how to execute complex tasks involving multiple objects in a 3D world is challenging when there is no ground-truth information about the objects or any demonstration to learn from. When an agent only receives a signal from task-completion, this makes it challenging to learn the object-representations which support learning the correct object-interactions needed to complete the task. In this work, we formulate learning an attentive object dynamics model as a classification problem, using random object-images to define incorrect labels for our object-dynamics model. We show empirically that this enables object-representation learning that captures an object's category (is it a toaster?), its properties (is it on?), and object-relations (is something inside of it?). With this, our core learner (a relational RL agent) receives the dense training signal it needs to rapidly learn object-interaction tasks. We demonstrate results in the 3D AI2Thor simulated kitchen environment with a range of challenging food preparation tasks. We compare our method's performance to several related approaches and against the performance of an oracle: an agent that is supplied with ground-truth information about objects in the scene. We find that our agent achieves performance closest to the oracle in terms of both learning speed and maximum success rate. Wilka Carvalho, Anthony Liang, Kimin Lee, Sungryull Sohn, Honglak Lee, Richard L. Lewis, Satinder Singh 0001 |
IJCAI | 7 |
| 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 | 7 |
| 2021 | Proper Value EquivalenceabstractOne of the main challenges in model-based reinforcement learning (RL) is to decide which aspects of the environment should be modeled. The value-equivalence (VE) principle proposes a simple answer to this question: a model should capture the aspects of the environment that are relevant for value-based planning. Technically, VE distinguishes models based on a set of policies and a set of functions: a model is said to be VE to the environment if the Bellman operators it induces for the policies yield the correct result when applied to the functions. As the number of policies and functions increase, the set of VE models shrinks, eventually collapsing to a single point corresponding to a perfect model. A fundamental question underlying the VE principle is thus how to select the smallest sets of policies and functions that are sufficient for planning. In this paper we take an important step towards answering this question. We start by generalizing the concept of VE to order-$k$ counterparts defined with respect to $k$ applications of the Bellman operator. This leads to a family of VE classes that increase in size as $k \rightarrow \infty$. In the limit, all functions become value functions, and we have a special instantiation of VE which we call proper VE or simply PVE. Unlike VE, the PVE class may contain multiple models even in the limit when all value functions are used. Crucially, all these models are sufficient for planning, meaning that they will yield an optimal policy despite the fact that they may ignore many aspects of the environment. We construct a loss function for learning PVE models and argue that popular algorithms such as MuZero can be understood as minimizing an upper bound for this loss. We leverage this connection to propose a modification to MuZero and show that it can lead to improved performance in practice. Christopher Grimm, André Barreto 0001, Gregory Farquhar, David Silver 0001, Satinder Singh 0001 |
NeurIPS | 5 |
| 2021 | Discovery of Options via Meta-Learned SubgoalsabstractTemporal abstractions in the form of options have been shown to help reinforcement learning (RL) agents learn faster. However, despite prior work on this topic, the problem of discovering options through interaction with an environment remains a challenge. In this paper, we introduce a novel meta-gradient approach for discovering useful options in multi-task RL environments. Our approach is based on a manager-worker decomposition of the RL agent, in which a manager maximises rewards from the environment by learning a task-dependent policy over both a set of task-independent discovered-options and primitive actions. The option-reward and termination functions that define a subgoal for each option are parameterised as neural networks and trained via meta-gradients to maximise their usefulness. Empirical analysis on gridworld and DeepMind Lab tasks show that: (1) our approach can discover meaningful and diverse temporally-extended options in multi-task RL domains, (2) the discovered options are frequently used by the agent while learning to solve the training tasks, and (3) that the discovered options help a randomly initialised manager learn faster in completely new tasks. Vivek Veeriah, Tom Zahavy, Matteo Hessel, Zhongwen Xu, Junhyuk Oh, Iurii Kemaev, Hado van Hasselt, David Silver 0001, Satinder Singh 0001 |
NeurIPS | 9 |
| 2021 | Reward is enough for convex MDPsabstractMaximising a cumulative reward function that is Markov and stationary, i.e., defined over state-action pairs and independent of time, is sufficient to capture many kinds of goals in a Markov decision process (MDP). However, not all goals can be captured in this manner. In this paper we study convex MDPs in which goals are expressed as convex functions of the stationary distribution and show that they cannot be formulated using stationary reward functions. Convex MDPs generalize the standard reinforcement learning (RL) problem formulation to a larger framework that includes many supervised and unsupervised RL problems, such as apprenticeship learning, constrained MDPs, and so-called pure exploration'. Our approach is to reformulate the convex MDP problem as a min-max game involving policy and cost (negative reward)players', using Fenchel duality. We propose a meta-algorithm for solving this problem and show that it unifies many existing algorithms in the literature. Tom Zahavy, Brendan O'Donoghue, Guillaume Desjardins, Satinder Singh 0001 |
NeurIPS | 4 |
| 2021 | Learning State Representations from Random Deep Action-conditional PredictionsabstractOur main contribution in this work is an empirical finding that random General Value Functions (GVFs), i.e., deep action-conditional predictions---random both in what feature of observations they predict as well as in the sequence of actions the predictions are conditioned upon---form good auxiliary tasks for reinforcement learning (RL) problems. In particular, we show that random deep action-conditional predictions when used as auxiliary tasks yield state representations that produce control performance competitive with state-of-the-art hand-crafted auxiliary tasks like value prediction, pixel control, and CURL in both Atari and DeepMind Lab tasks. In another set of experiments we stop the gradients from the RL part of the network to the state representation learning part of the network and show, perhaps surprisingly, that the auxiliary tasks alone are sufficient to learn state representations good enough to outperform an end-to-end trained actor-critic baseline. We opensourced our code at https://github.com/Hwhitetooth/random_gvfs. Vivek Veeriah, Risto Vuorio, Richard L. Lewis, Satinder Singh 0001 |
NeurIPS | 5 |
| 2021 | Reward is enoughabstractIn this article we hypothesise that intelligence, and its associated abilities, can be understood as subserving the maximisation of reward. Accordingly, reward is enough to drive behaviour that exhibits abilities studied in natural and artificial intelligence , including knowledge, learning, perception, social intelligence, language, generalisation and imitation. This is in contrast to the view that specialised problem formulations are needed for each ability, based on other signals or objectives. Furthermore, we suggest that agents that learn through trial and error experience to maximise reward could learn behaviour that exhibits most if not all of these abilities, and therefore that powerful reinforcement learning agents could constitute a solution to artificial general intelligence . David Silver 0001, Satinder Singh 0001, Doina Precup, Richard S. Sutton |
Artif. Intell. | 2 |
| 2020 | Modeling Probabilistic Commitments for Maintenance Is Inherently Harder than for AchievementabstractMost research on probabilistic commitments focuses on commitments to achieve enabling preconditions for other agents. Our work reveals that probabilistic commitments to instead maintain preconditions for others are surprisingly harder to use well than their achievement counterparts, despite strong semantic similarities. We isolate the key difference as being not in how the commitment provider is constrained, but rather in how the commitment recipient can locally use the commitment specification to approximately model the provider's effects on the preconditions of interest. Our theoretic analyses show that we can more tightly bound the potential suboptimality due to approximate modeling for achievement than for maintenance commitments. We empirically evaluate alternative approximate modeling strategies, confirming that probabilistic maintenance commitments are qualitatively more challenging for the recipient to model well, and indicating the need for more detailed specifications that can sacrifice some of the agents' autonomy. Qi Zhang 0038, Edmund H. Durfee, Satinder Singh 0001 |
AAAI | 3 |
| 2020 | How Should an Agent Practice?abstractWe present a method for learning intrinsic reward functions to drive the learning of an agent during periods of practice in which extrinsic task rewards are not available. During practice, the environment may differ from the one available for training and evaluation with extrinsic rewards. We refer to this setup of alternating periods of practice and objective evaluation as practice-match, drawing an analogy to regimes of skill acquisition common for humans in sports and games. The agent must effectively use periods in the practice environment so that performance improves during matches. In the proposed method the intrinsic practice reward is learned through a meta-gradient approach that adapts the practice reward parameters to reduce the extrinsic match reward loss computed from matches. We illustrate the method on a simple grid world, and evaluate it in two games in which the practice environment differs from match: Pong with practice against a wall without an opponent, and PacMan with practice in a maze without ghosts. The results show gains from learning in practice in addition to match periods over learning in matches only. Janarthanan Rajendran, Richard L. Lewis, Vivek Veeriah, Honglak Lee, Satinder Singh 0001 |
AAAI | 5 |
| 2020 | Querying to Find a Safe Policy under Uncertain Safety Constraints in Markov Decision ProcessesabstractAn autonomous agent acting on behalf of a human user has the potential of causing side-effects that surprise the user in unsafe ways. When the agent cannot formulate a policy with only side-effects it knows are safe, it needs to selectively query the user about whether other useful side-effects are safe. Our goal is an algorithm that queries about as few potential side-effects as possible to find a safe policy, or to prove that none exists. We extend prior work on irreducible infeasible sets to also handle our problem's complication that a constraint to avoid a side-effect cannot be relaxed without user permission. By proving that our objectives are also adaptive submodular, we devise a querying algorithm that we empirically show finds nearly-optimal queries with much less computation than a guaranteed-optimal approach, and outperforms competing approximate approaches. Edmund H. Durfee, Satinder Singh 0001 |
AAAI | 3 |
| 2020 | Sample Complexity of Reinforcement Learning using Linearly Combined Model EnsemblesabstractReinforcement learning (RL) methods have been shown to be capable of learning intelligent behavior in rich domains. However, this has largely been done in simulated domains without adequate focus on the process of building the simulator. In this paper, we consider a setting where we have access to an ensemble of pre-trained and possibly inaccurate simulators (models). We approximate the real environment using a state-dependent linear combination of the ensemble, where the coefficients are determined by the given state features and some unknown parameters. Our proposed algorithm provably learns a near-optimal policy with a sample complexity polynomial in the number of unknown parameters, and incurs no dependence on the size of the state (or action) space. As an extension, we also consider the more challenging problem of model selection, where the state features are unknown and can be chosen from a large candidate set. We provide exponential lower bounds that illustrate the fundamental hardness of this problem, and develop a provably efficient algorithm under additional natural assumptions. Aditya Modi 0002, Nan Jiang 0008, Ambuj Tewari, Satinder Singh 0001 |
AISTATS | 4 |
| 2020 | Behaviour Suite for Reinforcement Learning
Ian Osband, Yotam Doron, Matteo Hessel, John Aslanides, Eren Sezener, Andre Saraiva 0001, Katrina McKinney, Tor Lattimore, Csaba Szepesvári, Satinder Singh 0001, Benjamin Van Roy, Richard S. Sutton, David Silver 0001, Hado van Hasselt |
ICLR | 10 |
| 2020 | What Can Learned Intrinsic Rewards Capture?abstractThe objective of a reinforcement learning agent is to behave so as to maximise the sum of a suitable scalar function of state: the reward. These rewards are typically given and immutable. In this paper, we instead consider the proposition that the reward function itself can be a good locus of learned knowledge. To investigate this, we propose a scalable meta-gradient framework for learning useful intrinsic reward functions across multiple lifetimes of experience. Through several proof-of-concept experiments, we show that it is feasible to learn and capture knowledge about long-term exploration and exploitation into a reward function. Furthermore, we show that unlike policy transfer methods that capture “how” the agent should behave, the learned reward functions can generalise to other kinds of agents and to changes in the dynamics of the environment by capturing “what” the agent should strive to do. Junhyuk Oh, Matteo Hessel, Zhongwen Xu, Manuel Kroiss, Hado van Hasselt, David Silver 0001, Satinder Singh 0001 |
ICML | 8 |
| 2020 | Learning to Play No-Press Diplomacy with Best Response Policy IterationabstractRecent advances in deep reinforcement learning (RL) have led to considerable progress in many 2-player zero-sum games, such as Go, Poker and Starcraft. The purely adversarial nature of such games allows for conceptually simple and principled application of RL methods. However real-world settings are many-agent, and agent interactions are complex mixtures of common-interest and competitive aspects. We consider Diplomacy, a 7-player board game designed to accentuate dilemmas resulting from many-agent interactions. It also features a large combinatorial action space and simultaneous moves, which are challenging for RL algorithms. We propose a simple yet effective approximate best response operator, designed to handle large combinatorial action spaces and simultaneous moves. We also introduce a family of policy iteration methods that approximate fictitious play. With these methods, we successfully apply RL to Diplomacy: we show that our agents convincingly outperform the previous state-of-the-art, and game theoretic equilibrium analysis shows that the new process yields consistent improvements. Thomas W. Anthony 0001, Tom Eccles, Andrea Tacchetti, János Kramár, Ian Gemp, Thomas C. Hudson, Nicolas Porcel, Marc Lanctot, Julien Pérolat, Richard Everett 0001, Satinder Singh 0001, Thore Graepel, Yoram Bachrach |
NeurIPS | 11 |
| 2020 | The Value Equivalence Principle for Model-Based Reinforcement LearningabstractLearning models of the environment from data is often viewed as an essential component to building intelligent reinforcement learning (RL) agents. The common practice is to separate the learning of the model from its use, by constructing a model of the environment’s dynamics that correctly predicts the observed state transitions. In this paper we argue that the limited representational resources of model-based RL agents are better used to build models that are directly useful for value-based planning. As our main contribution, we introduce the principle of value equivalence: two models are value equivalent with respect to a set of functions and policies if they yield the same Bellman updates. We propose a formulation of the model learning problem based on the value equivalence principle and analyze how the set of feasible solutions is impacted by the choice of policies and functions. Specifically, we show that, as we augment the set of policies and functions considered, the class of value equivalent models shrinks, until eventually collapsing to a single point corresponding to a model that perfectly describes the environment. In many problems, directly modelling state-to-state transitions may be both difficult and unnecessary. By leveraging the value-equivalence principle one may find simpler models without compromising performance, saving computation and memory. We illustrate the benefits of value-equivalent model learning with experiments comparing it against more traditional counterparts like maximum likelihood estimation. More generally, we argue that the principle of value equivalence underlies a number of recent empirical successes in RL, such as Value Iteration Networks, the Predictron, Value Prediction Networks, TreeQN, and MuZero, and provides a first theoretical underpinning of those results. Christopher Grimm, André Barreto 0001, Satinder Singh 0001, David Silver 0001 |
NeurIPS | 3 |
| 2020 | Discovering Reinforcement Learning AlgorithmsabstractReinforcement learning (RL) algorithms update an agent’s parameters according to one of several possible rules, discovered manually through years of research. Automating the discovery of update rules from data could lead to more efficient algorithms, or algorithms that are better adapted to specific environments. Although there have been prior attempts at addressing this significant scientific challenge, it remains an open question whether it is feasible to discover alternatives to fundamental concepts of RL such as value functions and temporal-difference learning. This paper introduces a new meta-learning approach that discovers an entire update rule which includes both what to predict' (e.g. value functions) andhow to learn from it' (e.g. bootstrapping) by interacting with a set of environments. The output of this method is an RL algorithm that we call Learned Policy Gradient (LPG). Empirical results show that our method discovers its own alternative to the concept of value functions. Furthermore it discovers a bootstrapping mechanism to maintain and use its predictions. Surprisingly, when trained solely on toy environments, LPG generalises effectively to complex Atari games and achieves non-trivial performance. This shows the potential to discover general RL algorithms from data. Junhyuk Oh, Matteo Hessel, Wojciech Czarnecki 0001, Zhongwen Xu, Hado van Hasselt, Satinder Singh 0001, David Silver 0001 |
NeurIPS | 6 |
| 2020 | On Efficiency in Hierarchical Reinforcement LearningabstractHierarchical Reinforcement Learning (HRL) approaches promise to provide more efficient solutions to sequential decision making problems, both in terms of statistical as well as computational efficiency. While this has been demonstrated empirically over time in a variety of tasks, theoretical results quantifying the benefits of such methods are still few and far between. In this paper, we discuss the kind of structure in a Markov decision process which gives rise to efficient HRL methods. Specifically, we formalize the intuition that HRL can exploit well repeating "subMDPs", with similar reward and transition structure. We show that, under reasonable assumptions, a model-based Thompson sampling-style HRL algorithm that exploits this structure is statistically efficient, as established through a finite-time regret bound. We also establish conditions under which planning with structure-induced options is near-optimal and computationally efficient. Zheng Wen 0002, Doina Precup, Morteza Ibrahimi, André Barreto 0001, Benjamin Van Roy, Satinder Singh 0001 |
NeurIPS | 6 |
| 2020 | Meta-Gradient Reinforcement Learning with an Objective Discovered OnlineabstractDeep reinforcement learning includes a broad family of algorithms that parameterise an internal representation, such as a value function or policy, by a deep neural network. Each algorithm optimises its parameters with respect to an objective, such as Q-learning or policy gradient, that defines its semantics. In this work, we propose an algorithm based on meta-gradient descent that discovers its own objective, flexibly parameterised by a deep neural network, solely from interactive experience with its environment. Over time, this allows the agent to learn how to learn increasingly effectively. Furthermore, because the objective is discovered online, it can adapt to changes over time. We demonstrate that the algorithm discovers how to address several important issues in RL, such as bootstrapping, non-stationarity, and off-policy learning. On the Atari Learning Environment, the meta-gradient algorithm adapts over time to learn with greater efficiency, eventually outperforming the median score of a strong actor-critic baseline. Zhongwen Xu, Hado van Hasselt, Matteo Hessel, Junhyuk Oh, Satinder Singh 0001, David Silver 0001 |
NeurIPS | 5 |
| 2020 | A Self-Tuning Actor-Critic AlgorithmabstractReinforcement learning algorithms are highly sensitive to the choice of hyperparameters, typically requiring significant manual effort to identify hyperparameters that perform well on a new domain. In this paper, we take a step towards addressing this issue by using metagradients to automatically adapt hyperparameters online by meta-gradient descent (Xu et al., 2018). We apply our algorithm, Self-Tuning Actor-Critic (STAC), to self-tune all the differentiable hyperparameters of an actor-critic loss function, to discover auxiliary tasks, and to improve off-policy learning using a novel leaky V-trace operator. STAC is simple to use, sample efficient and does not require a significant increase in compute. Ablative studies show that the overall performance of STAC improved as we adapt more hyperparameters. When applied to the Arcade Learning Environment (Bellemare et al. 2012), STAC improved the median human normalized score in 200M steps from 243% to 364%. When applied to the DM Control suite (Tassa et al., 2018), STAC improved the mean score in 30M steps from 217 to 389 when learning with features, from 108 to 202 when learning from pixels, and from 195 to 295 in the Real-World Reinforcement Learning Challenge (Dulac-Arnold et al., 2020). Tom Zahavy, Zhongwen Xu, Vivek Veeriah, Matteo Hessel, Junhyuk Oh, Hado van Hasselt, David Silver 0001, Satinder Singh 0001 |
NeurIPS | 8 |
| 2020 | Semantics and algorithms for trustworthy commitment achievement under model uncertainty
Qi Zhang 0038, Edmund H. Durfee, Satinder Singh 0001 |
Auton. Agents Multi Agent Syst. | 3 |
| 2019 | Learning to Communicate and Solve Visual Blocks-World Tasks
Qi Zhang 0038, Richard L. Lewis, Satinder Singh 0001, Edmund H. Durfee |
AAAI | 3 |
| 2019 | Deep Reinforcement Learning for Multi-driver Vehicle Dispatching and Repositioning ProblemabstractOrder dispatching and driver repositioning (also known as fleet management) in the face of spatially and temporally varying supply and demand are central to a ride-sharing platform marketplace. Hand-crafting heuristic solutions that account for the dynamics in these resource allocation problems is difficult, and may be better handled by an end-to-end machine learning method. Previous works have explored machine learning methods to the problem from a high-level perspective, where the learning method is responsible for either repositioning the drivers or dispatching orders, and as a further simplification, the drivers are considered independent agents maximizing their own reward functions. In this paper we present a deep reinforcement learning approach for tackling the full fleet management and dispatching problems. In addition to treating the drivers as individual agents, we consider the problem from a system-centric perspective, where a central fleet management agent is responsible for decision-making for all drivers. John Holler, Risto Vuorio, Zhiwei (Tony) Qin, Xiaocheng Tang, Yan Jiao, Tiancheng Jin, Satinder Singh 0001, Jieping Ye |
ICDM | 7 |
| 2019 | Hindsight Credit AssignmentabstractWe consider the problem of efficient credit assignment in reinforcement learning. In order to efficiently and meaningfully utilize new data, we propose to explicitly assign credit to past decisions based on the likelihood of them having led to the observed outcome. This approach uses new information in hindsight, rather than employing foresight. Somewhat surprisingly, we show that value functions can be rewritten through this lens, yielding a new family of algorithms. We study the properties of these algorithms, and empirically show that they successfully address important credit assignment challenges, through a set of illustrative tasks. Anna Harutyunyan, Will Dabney, Thomas Mesnard, Mohammad Gheshlaghi Azar, Bilal Piot, Nicolas Heess, Hado van Hasselt, Greg Wayne, Satinder Singh 0001, Doina Precup, Rémi Munos |
NeurIPS | 9 |
| 2019 | No-Press Diplomacy: Modeling Multi-Agent GameplayabstractDiplomacy is a seven-player non-stochastic, non-cooperative game, where agents acquire resources through a mix of teamwork and betrayal. Reliance on trust and coordination makes Diplomacy the first non-cooperative multi-agent benchmark for complex sequential social dilemmas in a rich environment. In this work, we focus on training an agent that learns to play the No Press version of Diplomacy where there is no dedicated communication channel between players. We present DipNet, a neural-network-based policy model for No Press Diplomacy. The model was trained on a new dataset of more than 150,000 human games. Our model is trained by supervised learning (SL) from expert trajectories, which is then used to initialize a reinforcement learning (RL) agent trained through self-play. Both the SL and the RL agent demonstrate state-of-the-art No Press performance by beating popular rule-based bots. Philip Paquette, Steven Bocco, Max O. Smith, Satya Ortiz-Gagne, Jonathan K. Kummerfeld, Joelle Pineau, Satinder Singh 0001, Aaron C. Courville |
NeurIPS | 8 |
| 2019 | Discovery of Useful Questions as Auxiliary TasksabstractArguably, intelligent agents ought to be able to discover their own questions so that in learning answers for them they learn unanticipated useful knowledge and skills; this departs from the focus in much of machine learning on agents learning answers to externally defined questions. We present a novel method for a reinforcement learning (RL) agent to discover questions formulated as general value functions or GVFs, a fairly rich form of knowledge representation. Specifically, our method uses non-myopic meta-gradients to learn GVF-questions such that learning answers to them, as an auxiliary task, induces useful representations for the main task faced by the RL agent. We demonstrate that auxiliary tasks based on the discovered GVFs are sufficient, on their own, to build representations that support main task learning, and that they do so better than popular hand-designed auxiliary tasks from the literature. Furthermore, we show, in the context of Atari2600 videogames, how such auxiliary tasks, meta-learned alongside the main task, can improve the data efficiency of an actor-critic agent. Vivek Veeriah, Matteo Hessel, Zhongwen Xu, Janarthanan Rajendran, Richard L. Lewis, Junhyuk Oh, Hado van Hasselt, David Silver 0001, Satinder Singh 0001 |
NeurIPS | 9 |
| 2018 | Markov Decision Processes with Continuous Side InformationabstractWe consider a reinforcement learning (RL) setting in which the agent interacts with a sequence of episodic MDPs. At the start of each episode the agent has access to some side-information or context that determines the dynamics of the MDP for that episode. Our setting is motivated by applications in healthcare where baseline measurements of a patient at the start of a treatment episode form the context that may provide information about how the patient might respond to treatment decisions. We propose algorithms for learning in such Contextual Markov Decision Processes (CMDPs) under an assumption that the unobserved MDP parameters vary smoothly with the observed context. We give lower and upper PAC bounds under the smoothness assumption. Because our lower bound has an exponential dependence on the dimension, we also consider a tractable linear setting where the context creates linear combinations of a finite set of MDPs. For the linear setting, we give a PAC learning algorithm based on KWIK learning techniques. Aditya Modi 0002, Nan Jiang 0008, Satinder Singh 0001, Ambuj Tewari |
ALT | 3 |
| 2018 | Learning End-to-End Goal-Oriented Dialog with Multiple AnswersabstractIn a dialog, there can be multiple valid next utterances at any point.The present end-toend neural methods for dialog do not take this into account.They learn with the assumption that at any time there is only one correct next utterance.In this work, we focus on this problem in the goal-oriented dialog setting where there are different paths to reach a goal.We propose a new method, that uses a combination of supervised learning and reinforcement learning approaches to address this issue.We also propose a new and more effective testbed, permuted-bAbI dialog tasks 1 by introducing multiple valid next utterances to the original-bAbI dialog tasks, which allows evaluation of goal-oriented dialog systems in a more realistic setting.We show that there is a significant drop in performance of existing end-toend neural methods from 81.5% per-dialog accuracy on original-bAbI dialog tasks to 30.3% on permuted-bAbI dialog tasks.We also show that our proposed method improves the performance and achieves 47.3% per-dialog accuracy on permuted-bAbI dialog tasks.* Equal Contribution 1 permuted-bAbI-dialog-tasks -https://github. com/IBM/permuted-bAbI-dialog-tasks Janarthanan Rajendran, Jatin Ganhotra, Satinder Singh 0001, Lazaros Polymenakos |
EMNLP | 3 |
| 2018 | Self-Imitation LearningabstractThis paper proposes Self-Imitation Learning (SIL), a simple off-policy actor-critic algorithm that learns to reproduce the agent’s past good decisions. This algorithm is designed to verify our hypothesis that exploiting past good experiences can indirectly drive deep exploration. Our empirical results show that SIL significantly improves advantage actor-critic (A2C) on several hard exploration Atari games and is competitive to the state-of-the-art count-based exploration methods. We also show that SIL improves proximal policy optimization (PPO) on MuJoCo tasks. Junhyuk Oh, Yijie Guo, Satinder Singh 0001, Honglak Lee |
ICML | 3 |
| 2018 | Minimax-Regret Querying on Side Effects for Safe Optimality in Factored Markov Decision ProcessesabstractAs it achieves a goal on behalf of its human user, an autonomous agent's actions may have side effects that change features of its environment in ways that negatively surprise its user. An agent that can be trusted to operate safely should thus only change features the user has explicitly permitted. We formalize this problem, and develop a planning algorithm that avoids potentially negative side effects given what the agent knows about (un)changeable features. Further, we formulate a provably minimax-regret querying strategy for the agent to selectively ask the user about features that it hasn't explicitly been told about. We empirically show how much faster it is than a more exhaustive approach and how much better its queries are than those found by the best known heuristic. Edmund H. Durfee, Satinder Singh 0001 |
IJCAI | 3 |
| 2018 | Completing State Representations using Spectral LearningabstractA central problem in dynamical system modeling is state discovery—that is, finding a compact summary of the past that captures the information needed to predict the future. Predictive State Representations (PSRs) enable clever spectral methods for state discovery; however, while consistent in the limit of infinite data, these methods often suffer from poor performance in the low data regime. In this paper we develop a novel algorithm for incorporating domain knowledge, in the form of an imperfect state representation, as side information to speed spectral learning for PSRs. We prove theoretical results characterizing the relevance of a user-provided state representation, and design spectral algorithms that can take advantage of a relevant representation. Our algorithm utilizes principal angles to extract the relevant components of the representation, and is robust to misspecification. Empirical evaluation on synthetic HMMs, an aircraft identification domain, and a gene splice dataset shows that, even with weak domain knowledge, the algorithm can significantly outperform standard PSR learning. Nan Jiang 0008, Alex Kulesza, Satinder Singh 0001 |
NeurIPS | 3 |
| 2018 | On Learning Intrinsic Rewards for Policy Gradient MethodsabstractIn many sequential decision making tasks, it is challenging to design reward functions that help an RL agent efficiently learn behavior that is considered good by the agent designer. A number of different formulations of the reward-design problem, or close variants thereof, have been proposed in the literature. In this paper we build on the Optimal Rewards Framework of Singh et al. that defines the optimal intrinsic reward function as one that when used by an RL agent achieves behavior that optimizes the task-specifying or extrinsic reward function. Previous work in this framework has shown how good intrinsic reward functions can be learned for lookahead search based planning agents. Whether it is possible to learn intrinsic reward functions for learning agents remains an open problem. In this paper we derive a novel algorithm for learning intrinsic rewards for policy-gradient based learning agents. We compare the performance of an augmented agent that uses our algorithm to provide additive intrinsic rewards to an A2C-based policy learner (for Atari games) and a PPO-based policy learner (for Mujoco domains) with a baseline agent that uses the same policy learners but with only extrinsic rewards. Our results show improved performance on most but not all of the domains. Junhyuk Oh, Satinder Singh 0001 |
NeurIPS | 3 |
| 2018 | Multistage Attack Graph Security Games: Heuristic Strategies, with Empirical Game-Theoretic AnalysisabstractWe study the problem of allocating limited security countermeasures to protect network data from cyber-attacks, for scenarios modeled by Bayesian attack graphs. We consider multistage interactions between a network administrator and cybercriminals, formulated as a security game. This formulation is capable of representing security environments with significant dynamics and uncertainty and very large strategy spaces. We propose parameterized heuristic strategies for the attacker and defender and provide detailed analysis of their time complexity. Our heuristics exploit the topological structure of attack graphs and employ sampling methods to overcome the computational complexity in predicting opponent actions. Due to the complexity of the game, we employ a simulation-based approach and perform empirical game analysis over an enumerated set of heuristic strategies. Finally, we conduct experiments in various game settings to evaluate the performance of our heuristics in defending networks, in a manner that is robust to uncertainty about the security environment. Thanh Hong Nguyen, Mason Wright, Michael P. Wellman, Satinder Singh 0001 |
Secur. Commun. Networks | 4 |
| 2017 | Understanding and Predicting Empathic Behavior in Counseling TherapyabstractVerónica Pérez-Rosas, Rada Mihalcea, Kenneth Resnicow, Satinder Singh, Lawrence An. Proceedings of the 55th Annual Meeting of the Association for Computational Linguistics (Volume 1: Long Papers). 2017. Verónica Pérez-Rosas, Rada Mihalcea, Kenneth Resnicow, Satinder Singh 0001, Lawrence C. An |
ACL (1) | 4 |
| 2017 | Predicting Counselor Behaviors in Motivational Interviewing EncountersabstractVerónica Pérez-Rosas, Rada Mihalcea, Kenneth Resnicow, Satinder Singh, Lawrence An, Kathy J. Goggin, Delwyn Catley. Proceedings of the 15th Conference of the European Chapter of the Association for Computational Linguistics: Volume 1, Long Papers. 2017. Verónica Pérez-Rosas, Rada Mihalcea, Kenneth Resnicow, Satinder Singh 0001, Lawrence C. An, Kathy J. Goggin, Delwyn Catley |
EACL (1) | 4 |
| 2017 | Learning to Query, Reason, and Answer Questions On Ambiguous Texts
Tim Klinger, Clemens Rosenbaum, Joseph P. Bigus, Murray Campbell, Ban Kawas, Kartik Talamadupula, Gerald Tesauro, Satinder Singh 0001 |
ICLR (Poster) | 9 |
| 2017 | Zero-Shot Task Generalization with Multi-Task Deep Reinforcement LearningabstractAs a step towards developing zero-shot task generalization capabilities in reinforcement learning (RL), we introduce a new RL problem where the agent should learn to execute sequences of instructions after learning useful skills that solve subtasks. In this problem, we consider two types of generalizations: to previously unseen instructions and to longer sequences of instructions. For generalization over unseen instructions, we propose a new objective which encourages learning correspondences between similar subtasks by making analogies. For generalization over sequential instructions, we present a hierarchical architecture where a meta controller learns to use the acquired skills for executing the instructions. To deal with delayed reward, we propose a new neural architecture in the meta controller that learns when to update the subtask, which makes learning more efficient. Experimental results on a stochastic 3D domain show that the proposed ideas are crucial for generalization to longer instructions as well as unseen instructions. Junhyuk Oh, Satinder Singh 0001, Honglak Lee, Pushmeet Kohli |
ICML | 2 |
| 2017 | Repeated Inverse Reinforcement LearningabstractWe introduce a novel repeated Inverse Reinforcement Learning problem: the agent has to act on behalf of a human in a sequence of tasks and wishes to minimize the number of tasks that it surprises the human by acting suboptimally with respect to how the human would have acted. Each time the human is surprised, the agent is provided a demonstration of the desired behavior by the human. We formalize this problem, including how the sequence of tasks is chosen, in a few different ways and provide some foundational results. Kareem Amin 0002, Nan Jiang 0008, Satinder Singh 0001 |
NIPS | 3 |
| 2017 | Value Prediction NetworkabstractThis paper proposes a novel deep reinforcement learning (RL) architecture, called Value Prediction Network (VPN), which integrates model-free and model-based RL methods into a single neural network. In contrast to typical model-based RL methods, VPN learns a dynamics model whose abstract states are trained to make option-conditional predictions of future values (discounted sum of rewards) rather than of future observations. Our experimental results show that VPN has several advantages over both model-free and model-based baselines in a stochastic environment where careful planning is required but building an accurate observation-prediction model is difficult. Furthermore, VPN outperforms Deep Q-Network (DQN) on several Atari games even with short-lookahead planning, demonstrating its potential as a new way of learning a good state representation. Junhyuk Oh, Satinder Singh 0001, Honglak Lee |
NIPS | 2 |
| 2016 | Improving Predictive State Representations via Gradient DescentabstractPredictive state representations (PSRs) model dynamical systems using appropriately chosen predictions about future observations as a representation of the current state. In contrast to the hidden states posited by HMMs or RNNs, PSR states are directly observable in the training data; this gives rise to a moment-matching spectral algorithm for learning PSRs that is computationally efficient and statistically consistent when the model complexity matches that of the true system generating the data. In practice, however, model mismatch is inevitable and while spectral learning remains appealingly fast and simple it may fail to find optimal models. To address this problem, we investigate the use of gradient methods for improving spectrally-learned PSRs. We show that only a small amount of additional gradient optimization can lead to significant performance gains, and moreover that initializing gradient methods with the spectral learning solution yields better models in significantly less time than starting from scratch. Nan Jiang 0008, Alex Kulesza, Satinder Singh 0001 |
AAAI | 3 |
| 2016 | Control of Memory, Active Perception, and Action in MinecraftabstractIn this paper, we introduce a new set of reinforcement learning (RL) tasks in Minecraft (a flexible 3D world). We then use these tasks to systematically compare and contrast existing deep reinforcement learning (DRL) architectures with our new memory-based DRL architectures. These tasks are designed to emphasize, in a controllable manner, issues that pose challenges for RL methods including partial observability (due to first-person visual observations), delayed rewards, high-dimensional visual observations, and the need to use active perception in a correct manner so as to perform well in the tasks. While these tasks are conceptually simple to describe, by virtue of having all of these challenges simultaneously they are difficult for current DRL architectures. Additionally, we evaluate the generalization performance of the architectures on environments not used during training. The experimental results show that our new architectures generalize to unseen environments better than existing DRL architectures. Junhyuk Oh, Valliappa Chockalingam, Satinder Singh 0001, Honglak Lee |
ICML | 3 |
| 2016 | Deep Learning for Reward Design to Improve Monte Carlo Tree Search in ATARI Games
Satinder Singh 0001, Richard L. Lewis, Honglak Lee |
IJCAI | 2 |
| 2016 | The Dependence of Effective Planning Horizon on Model Accuracy
Nan Jiang 0008, Alex Kulesza, Satinder Singh 0001, Richard L. Lewis |
IJCAI | 3 |
| 2016 | On Structural Properties of MDPs that Bound Loss Due to Shallow Planning
Nan Jiang 0008, Satinder Singh 0001, Ambuj Tewari |
IJCAI | 2 |
| 2016 | Commitment Semantics for Sequential Decision Making under Reward Uncertainty
Qi Zhang 0038, Edmund H. Durfee, Satinder Singh 0001, Anna Chen, Stefan J. Witwicki |
IJCAI | 3 |
| 2016 | Gradient Methods for Stackelberg Games
Kareem Amin 0002, Michael P. Wellman, Satinder Singh 0001 |
UAI | 3 |
| 2016 | Multi-task seizure detection: addressing intra-patient variation in seizure morphologies
Alexander Van Esbroeck, Landon Smith, Zeeshan Syed, Satinder Singh 0001, Zahi N. Karam |
Mach. Learn. | 4 |
| 2015 | Spectral Learning of Predictive State Representations with Insufficient StatisticsabstractPredictive state representations (PSRs) are models of dynamical systems that represent state as a vector of predictions about future observable events (tests) conditioned on past observed events (histories). If a practitioner selects finite sets of tests and histories that are known to be sufficient to completely capture the system, an exact PSR can be learned in polynomial time using spectral methods. However, most real-world systems are complex, and in practice computational constraints limit us to small sets of tests and histories which are therefore never truly sufficient. How, then, should we choose these sets? Existing theory offers little guidance here, and yet we show that the choice is highly consequential -- tests and histories selected at random or by a naive rule significantly underperform the best sets. In this paper we approach the problem both theoretically and empirically. While any fixed system can be represented by an infinite number of equivalent but distinct PSRs, we show that in the computationally unconstrained setting, where existing theory guarantees accurate predictions, the PSRs learned by spectral methods always satisfy a particular spectral bound. Adapting this idea, we propose a simple algorithmic technique to search for sets of tests and histories that approximately satisfy the bound while respecting computational limits. Empirically, our method significantly reduces prediction errors compared to standard spectral learning approaches. Alex Kulesza, Nan Jiang 0008, Satinder Singh 0001 |
AAAI | 3 |
| 2015 | Low-Rank Spectral Learning with Weighted Loss FunctionsabstractKulesza et al. recently observed that low-rank spectral learning algorithms, which discard the smallest singular values of a moment matrix during training, can behave in unexpected ways, producing large errors even when the discarded singular values are arbitrarily small. In this paper we prove that when learning predictive state representations those problematic cases disappear if we introduce a particular weighted loss function and learn using sufficiently large sets of statistics; our main result is a bound on the loss of the learned low-rank model in terms of the singular values that are discarded. Practically speaking, this suggests that regardless of the model rank we should use the largest possible sets of statistics, and we show empirically that this is true on both synthetic and real-world domains. Alex Kulesza, Nan Jiang 0008, Satinder Singh 0001 |
AISTATS | 3 |
| 2015 | Abstraction Selection in Model-based Reinforcement LearningabstractState abstractions are often used to reduce the complexity of model-based reinforcement learning when only limited quantities of data are available. However, choosing the appropriate level of abstraction is an important problem in practice. Existing approaches have theoretical guarantees only under strong assumptions on the domain or asymptotically large amounts of data, but in this paper we propose a simple algorithm based on statistical hypothesis testing that comes with a finite-sample guarantee under assumptions on candidate abstractions. Our algorithm trades off the low approximation error of finer abstractions against the low estimation error of coarser abstractions, resulting in a loss bound that depends only on the quality of the best available abstraction and is polynomial in planning horizon. Nan Jiang 0008, Alex Kulesza, Satinder Singh 0001 |
ICML | 3 |
| 2015 | Action-Conditional Video Prediction using Deep Networks in Atari GamesabstractMotivated by vision-based reinforcement learning (RL) problems, in particular Atari games from the recent benchmark Aracade Learning Environment (ALE), we consider spatio-temporal prediction problems where future (image-)frames are dependent on control variables or actions as well as previous frames. While not composed of natural scenes, frames in Atari games are high-dimensional in size, can involve tens of objects with one or more objects being controlled by the actions directly and many other objects being influenced indirectly, can involve entry and departure of objects, and can involve deep partial observability. We propose and evaluate two deep neural network architectures that consist of encoding, action-conditional transformation, and decoding layers based on convolutional neural networks and recurrent neural networks. Experimental results show that the proposed architectures are able to generate visually-realistic frames that are also useful for control over approximately 100-step action-conditional futures in some games. To the best of our knowledge, this paper is the first to make and evaluate long-term predictions on high-dimensional video conditioned by control inputs. Junhyuk Oh, Honglak Lee, Richard L. Lewis, Satinder Singh 0001 |
NIPS | 5 |
| 2014 | Predicting Postoperative Atrial Fibrillation from Independent ECG ComponentsabstractPostoperative atrial fibrillation (PAF) occurs in 10% to 65% of the patients undergoing cardiothoracic surgery. It is associated with increased post-surgical mortality and morbidity, and results in longer and more expensive hospital stays. Accurately stratifying patients for PAF allows for selective use of prophylactic therapies (e.g., amiodarone). Unfortunately, existing tools to stratify patients for PAF fail to provide clinically adequate discrimination. Our research addresses this situation through the development of novel electrocardiographic(ECG) markers to identify patients at risk of PAF. As a first step, we explore an eigen-decomposition approach that partitions ECG signals into atrial and ventricular components by exploiting knowledge of the underlying cardiac cycle. We then quantify electrical instability in the myocardium manifesting as probabilistic variations in atrial ECG morphology to assess therisk of PAF. When evaluated on 385 patients undergoing cardiac surgery, this approach of stratifying patients for PAF through an analysis of morphologic variability within decoupled atrial ECG demonstrated substantial promise and improved net reclassification by over 53% relative to the use of baseline clinical characteristics. Chih-Chun Chia, James Blum, Zahi N. Karam, Satinder Singh 0001, Zeeshan Syed |
AAAI | 4 |
| 2014 | Evaluating Trauma Patients: Addressing Missing Covariates with Joint OptimizationabstractMissing values are a common problem when applying classification algorithms to real-world medical data. This is especially true for trauma patients, where the emergent nature of the cases makes it difficult to collect all of the relevant data for each patient. Standard methods for handling missingness first learn a model to estimate missing data values, and subsequently train and evaluate a classifier using data imputed with this model. Recently, several proposed methods have demonstrated the benefits of jointly estimating the imputation model and classifier parameters. However, these methods make assumptions that limit their utility with many real-world medical datasets. For example, the assumption that data elements are missing at random is often invalid. We address this situation by exploring a novel approach for jointly learning the imputation model and classifier. Unlike previous algorithms, our approach makes no assumptions about the missingness of the data, can be used with arbitrary probabilistic data models and classification loss functions, and can be used when both the training and testing data have missing values. We investigate the utility of this approach on the prediction of several patient outcomes in a large national registry of trauma patients, and find that it significantly outperforms standard sequential methods. Alexander Van Esbroeck, Satinder Singh 0001, Ilan Rubinfeld, Zeeshan Syed |
AAAI | 2 |
| 2014 | Characterizing EVOI-Sufficient k-Response Query Sets in Decision ProblemsabstractIn finite decision problems where an agent can query its human user to obtain information about its environment before acting, a query’s usefulness is in terms of its Expected Value of Information (EVOI). The usefulness of a query set is similarly measured in terms of the EVOI of the queries it contains. When the only constraint on what queries can be asked is that they have exactly k possible responses (with k \ge 2), we show that the set of k-response decision queries (which ask the user to select his/her preferred decision given a choice of k decisions) is EVOI-Sufficient, meaning that no single k-response query can have higher EVOI than the best single k-response decision query for any decision problem. When multiple queries can be asked before acting, we provide a negative result that shows the set of depth-n query trees constructed from k-response decision queries is not EVOI-Sufficient. However, we also provide a positive result that the set of depth-n query trees constructed from k-response decision-set queries, which ask the user to select from among k sets of decisions as to which set contains the best decision, is EVOI-Sufficient. We conclude with a discussion and analysis of algorithms that draws on a connection to other recent work on decision-theoretic knowledge elicitation. Robert S. Cohn, Satinder Singh 0001, Edmund H. Durfee |
AISTATS | 2 |
| 2014 | Low-Rank Spectral LearningabstractSpectral learning methods have recently been proposed as alternatives to slow, non-convex optimization algorithms like EM for a variety of probabilistic models in which hidden information must be inferred by the learner. These methods are typically controlled by a rank hyperparameter that sets the complexity of the model; when the model rank matches the true rank of the process generating the data, the resulting predictions are provably consistent and admit finite sample convergence bounds. However, in practice we usually do not know the true rank, and, in any event, from a computational and statistical standpoint it is likely to be prohibitively large. It is therefore of great practical interest to understand the behavior of low-rank spectral learning, where the model rank is less than the true rank. Counterintuitively, we show that even when the singular values omitted by lowering the rank are arbitrarily small, the resulting prediction errors can in fact be arbitrarily large. We identify two distinct possible causes for this bad behavior, and illustrate them with simple examples. We then show that these two causes are essentially complete: assuming that they do not occur, we can prove that the prediction error is bounded in terms of the magnitudes of the omitted singular values. We argue that the assumptions necessary for this result are relatively realistic, making low-rank spectral learning a viable option for many applications. Alex Kulesza, N. Raj Rao, Satinder Singh 0001 |
AISTATS | 3 |
| 2014 | Ecologically valid long-term mood monitoring of individuals with bipolar disorder using speechabstractSpeech patterns are modulated by the emotional and neurophysiological state of the speaker. There exists a growing body of work that computationally examines this modulation in patients suffering from depression, autism, and post-traumatic stress disorder. However, the majority of the work in this area focuses on the analysis of structured speech collected in controlled environments. Here we expand on the existing literature by examining bipolar disorder (BP). BP is characterized by mood transitions, varying from a healthy euthymic state to states characterized by mania or depression. The speech patterns associated with these mood states provide a unique opportunity to study the modulations characteristic of mood variation. We describe methodology to collect unstructured speech continuously and unobtrusively via the recording of day-to-day cellular phone conversations. Our pilot investigation suggests that manic and depressive mood states can be recognized from this speech data, providing new insight into the feasibility of unobtrusive, unstructured, and continuous speech-based wellness monitoring for individuals with BP. Zahi N. Karam, Emily Mower Provost, Satinder Singh 0001, Jennifer Montgomery, Christopher Archer, Gloria Harrington, Melvin G. McInnis |
ICASSP | 3 |
| 2014 | Deep Learning for Real-Time Atari Game Play Using Offline Monte-Carlo Tree Search Planning
Satinder Singh 0001, Honglak Lee, Richard L. Lewis, Xiaoshi Wang |
NIPS | 2 |
| 2013 | Reward Mapping for Transfer in Long-Lived AgentsabstractWe consider how to transfer knowledge from previous tasks to a current task in long-lived and bounded agents that must solve a sequence of MDPs over a finite lifetime. A novel aspect of our transfer approach is that we reuse reward functions. While this may seem counterintuitive, we build on the insight of recent work on the optimal rewards problem that guiding an agent's behavior with reward functions other than the task-specifying reward function can help overcome computational bounds of the agent. Specifically, we use good guidance reward functions learned on previous tasks in the sequence to incrementally train a reward mapping function that maps task-specifying reward functions into good initial guidance reward functions for subsequent tasks. We demonstrate that our approach can substantially improve the agent's performance relative to other approaches, including an approach that transfers policies. Satinder Singh 0001, Richard L. Lewis |
NIPS | 2 |
| 2012 | Security Games with Limited SurveillanceabstractRandomized first-mover strategies of Stackelberg games are used in several deployed applications to allocate limited resources for the protection of critical infrastructure. Stackelberg games model the fact that a strategic attacker can surveil and exploit the defender's strategy, and randomization guards against the worst effects by making the defender less predictable. In accordance with the standard game-theoretic model of Stackelberg games, past work has typically assumed that the attacker has perfect knowledge of the defender's randomized strategy and will react correspondingly. In light of the fact that surveillance is costly, risky, and delays an attack, this assumption is clearly simplistic: attackers will usually act on partial knowledge of the defender's strategies. The attacker's imperfect estimate could present opportunities and possibly also threats to a strategic defender.In this paper, we therefore begin a systematic study of security games with limited surveillance. We propose a natural model wherein an attacker forms or updates a belief based on observed actions, and chooses an optimal response. We investigate the model both theoretically and experimentally. In particular, we give mathematical programs to compute optimal attacker and defender strategies for a fixed observation duration, and show how to use them to estimate the attacker's observation durations. Our experimental results show that the defender can achieve significant improvement in expected utility by taking the attacker's limited surveillance into account, validating the motivation of our work. Bo An 0001, David Kempe 0001, Christopher Kiekintveld, Eric Anyung Shieh, Satinder Singh 0001, Milind Tambe, Yevgeniy Vorobeychik |
AAAI | 5 |
| 2012 | Computing Stackelberg Equilibria in Discounted Stochastic GamesabstractStackelberg games increasingly influence security policies deployed in real-world settings. Much of the work to date focuses on devising a fixed randomized strategy for the defender, accounting for an attacker who optimally responds to it. In practice, defense policies are often subject to constraints and vary over time, allowing an attacker to infer characteristics of future policies based on current observations. A defender must therefore account for an attacker's observation capabilities in devising a security policy. We show that this general modeling framework can be captured using stochastic Stackelberg games (SSGs), where a defender commits to a dynamic policy to which the attacker devises an optimal dynamic response. We then offer the following contributions. 1) We show that Markov stationary policies suffice in SSGs, 2) present a finite-time mixed-integer non-linear program for computing a Stackelberg equilibrium in SSGs, and 3) present a mixed-integer linear program to approximate it. 4) We illustrate our algorithms on a simple SSG representing an adversarial patrolling scenario, where we study the impact of attacker patience and risk aversion on optimal defense policies. Yevgeniy Vorobeychik, Satinder Singh 0001 |
AAAI | 2 |
| 2012 | Lossy stochastic game abstraction with boundsabstractAbstraction followed by equilibrium finding has emerged as the leading approach to solving games. Lossless abstraction typically yields games that are still too large to solve, so lossy abstraction is needed. Unfortunately, prior lossy game abstraction algorithms have no guarantees on solution quality. We developed a framework that enables the design of lossy game abstraction algorithms with guarantees on solution quality. It simultaneously handles state and action abstraction. We define a measure of reward approximation error and transition probability error achieved by state and action abstraction in stochastic games such that the regret of the equilibrium found in the abstract game when implemented in the original, unabstracted game is upper-bounded by a function of those measures. We then develop the first lossy game abstraction algorithms with bounds on solution quality. Both of them work level-by-level up from the end of the game. One of the algorithms is greedy and the other is an integer linear program. We also prove that the abstraction problem is NP-complete (even with just action abstraction, 2 agents, and a 1-step game), but point out that this does not mean that the game abstraction problems that occur in practice cannot be solved quickly. Tuomas Sandholm, Satinder Singh 0001 |
EC | 2 |
| 2011 | Comparing Action-Query Strategies in Semi-Autonomous AgentsabstractWe consider settings in which a semi-autonomous agent has uncertain knowledge about its environment, but can ask what action the human operator would prefer taking in the current or in a potential future state. Asking queries can improve behavior, but if queries come at a cost (e.g., due to limited operator attention), the value of each query should be maximized. We compare two strategies for selecting action queries: 1) based on myopically maximizing expected gain in long-term value, and 2) based on myopically minimizing uncertainty in the agent's policy representation. We show empirically that the first strategy tends to select more valuable queries, and that a hybrid method can outperform either method alone in settings with limited computation. Robert S. Cohn, Edmund H. Durfee, Satinder Singh 0001 |
AAAI | 3 |
| 2011 | Optimal Rewards versus Leaf-Evaluation Heuristics in Planning AgentsabstractPlanning agents often lack the computational resources needed to build full planning trees for their environments. Agent designers commonly overcome this finite-horizon approximation by applying an evaluation function at the leaf-states of the planning tree. Recent work has proposed an alternative approach for overcoming computational constraints on agent design: modify the reward function. In this work, we compare this reward design approach to the common leaf-evaluation heuristic approach for improving planning agents. We show that in many agents, the reward design approach strictly subsumes the leaf-evaluation approach, i.e., there exists a reward function for every leaf-evaluation heuristic that leads to equivalent behavior, but the converse is not true. We demonstrate that this generality leads to improved performance when an agent makes approximations in addition to the finite-horizon approximation. As part of our contribution, we extend PGRD, an online reward design algorithm, to develop reward design algorithms for Sparse Sampling and UCT, two algorithms capable of planning in large state spaces. Jonathan Sorg, Satinder Singh 0001, Richard L. Lewis |
AAAI | 2 |
| 2011 | IP geolocation in metropolitan areasabstractCurrent IP geoloation techniques can geolocate an IP address to a region approximately 700 square miles, roughly the size of a metropolitan area. We model geolocation as a pattern-recognition problem, and introduce techniques that geolocate addresses to within 5 miles inside a metropolitan area. We propose two complementary algorithms: The first algorithm, Pattern Based Geolocation (PBG), models the distribution of latencies to the target and compares it to those of the reference landmarks to resolve an address to within 5 miles in a metropolitan area. The second approach, Perturbation Augmented PBG (PAPBG), provides higher resolution by sending extra traffic in the network. While sending an aggregate of 600 Kbps extra traffic to 20 nodes for approximately 2 minutes, PAPBG geolocates addresses to within 3 miles. Satinder Singh 0001, Randolph Baden, Choon Lee, Bobby Bhattacharjee, Richard J. La, Mark A. Shayman |
SIGMETRICS | 1 |
| 2011 | Learning to Make Predictions In Partially Observable Environments Without a Generative ModelabstractWhen faced with the problem of learning a model of a high-dimensional environment, a common approach is to limit the model to make only a restricted set of predictions, thereby simplifying the learning problem. These partial models may be directly useful for making decisions or may be combined together to form a more complete, structured model. However, in partially observable (non-Markov) environments, standard model-learning methods learn generative models, i.e. models that provide a probability distribution over all possible futures (such as POMDPs). It is not straightforward to restrict such models to make only certain predictions, and doing so does not always simplify the learning problem. In this paper we present prediction profile models: non-generative partial models for partially observable systems that make only a given set of predictions, and are therefore far simpler than generative models in some cases. We formalize the problem of learning a prediction profile model as a transformation of the original model-learning problem, and show empirically that one can learn prediction profile models that make a small set of important predictions even in systems that are too complex for standard generative models. Erin Talvitie, Satinder Singh 0001 |
J. Artif. Intell. Res. | 2 |
| 2010 | Internal Rewards Mitigate Agent Boundedness
Jonathan Sorg, Satinder Singh 0001, Richard L. Lewis |
ICML | 2 |
| 2010 | Reward Design via Online Gradient AscentabstractRecent work has demonstrated that when artificial agents are limited in their ability to achieve their goals, the agent designer can benefit by making the agent's goals different from the designer's. This gives rise to the optimization problem of designing the artificial agent's goals---in the RL framework, designing the agent's reward function. Existing attempts at solving this optimal reward problem do not leverage experience gained online during the agent's lifetime nor do they take advantage of knowledge about the agent's structure. In this work, we develop a gradient ascent approach with formal convergence guarantees for approximately solving the optimal reward problem online during an agent's lifetime. We show that our method generalizes a standard policy gradient approach, and we demonstrate its ability to improve reward functions in agents with various forms of limitations. Jonathan Sorg, Satinder Singh 0001, Richard L. Lewis |
NIPS | 2 |
| 2010 | Variance-Based Rewards for Approximate Bayesian Reinforcement Learning
Jonathan Sorg, Satinder Singh 0001, Richard L. Lewis |
UAI | 2 |
| 2009 | Learning Graphical Game Models
Quang Duong 0001, Yevgeniy Vorobeychik, Satinder Singh 0001, Michael P. Wellman |
IJCAI | 3 |
| 2009 | Maintaining Predictions over Time without a Model
Erin Talvitie, Satinder Singh 0001 |
IJCAI | 2 |
| 2008 | Efficiently learning linear-linear exponential family predictive representations of stateabstractExponential Family PSR (EFPSR) models capture stochastic dynamical systems by representing state as the parameters of an exponential family distribution over a shortterm window of future observations. They are appealing from a learning perspective because they are fully observed (meaning expressions for maximum likelihood do not involve hidden quantities), but are still expressive enough to both capture existing models and predict new models. While maximumlikelihood learning algorithms for EFPSRs exist, they are not computationally feasible. We present a new, computationally efficient, learning algorithm based on an approximate likelihood function. The algorithm can be interpreted as attempting to induce stationary distributions of observations, features and states which match their empirically observed counterparts. The approximate likelihood, and the idea of matching stationary distributions, may apply to other models. 1. David Wingate, Satinder Singh 0001 |
ICML | 2 |
| 2008 | Simple Local Models for Complex Dynamical SystemsabstractWe present a novel mathematical formalism for the idea of a local model,'' a model of a potentially complex dynamical system that makes only certain predictions in only certain situations. As a result of its restricted responsibilities, a local model may be far simpler than a complete model of the system. We then show how one might combine several local models to produce a more detailed model. We demonstrate our ability to learn a collection of local models on a large-scale example and do a preliminary empirical comparison of learning a collection of local models and some other model learning methods." Erin Talvitie, Satinder Singh 0001 |
NIPS | 2 |
| 2008 | Knowledge Combination in Graphical Multiagent Models
Quang Duong 0001, Michael P. Wellman, Satinder Singh 0001 |
UAI | 3 |
| 2007 | Enabling Domain-Awareness for a Generic Natural Language Interface
Yunyao Li 0001, Ishan Chaudhuri, Huahai Yang, Satinder Singh 0001, H. V. Jagadish |
AAAI | 4 |
| 2007 | Abstraction in Predictive State Representations
Vishal Soni, Satinder Singh 0001 |
AAAI | 2 |
| 2007 | An Experts Algorithm for Transfer Learning
Erin Talvitie, Satinder Singh 0001 |
IJCAI | 2 |
| 2007 | Relational Knowledge with Predictive State Representations
David Wingate, Vishal Soni, Britton Wolfe, Satinder Singh 0001 |
IJCAI | 4 |
| 2007 | Exponential Family Predictive Representations of StateabstractIn order to represent state in controlled, partially observable, stochastic dynamical systems, some sort of sufficient statistic for history is necessary. Predictive repre- sentations of state (PSRs) capture state as statistics of the future. We introduce a new model of such systems called the “Exponential family PSR,” which defines as state the time-varying parameters of an exponential family distribution which models n sequential observations in the future. This choice of state representation explicitly connects PSRs to state-of-the-art probabilistic modeling, which allows us to take advantage of current efforts in high-dimensional density estimation, and in particular, graphical models and maximum entropy models. We present a pa- rameter learning algorithm based on maximum likelihood, and we show how a variety of current approximate inference methods apply. We evaluate the qual- ity of our model with reinforcement learning by directly evaluating the control performance of the model. David Wingate, Satinder Singh 0001 |
NIPS | 2 |
| 2007 | DaNaLIX: a domain-adaptive natural language interface for querying XMLabstractWe present DaNaLIX, a prototype domain-adaptive natural language interface for querying XML. Our system is an extension of NaLIX, a generic natural language interface for querying XML. While retaining the portability of a purely generic system like NaLIX, DaNaLIX can exploit domain knowledge, whenever available, to its advantage for query translation. More importantly, in DaNaLIX such domain knowledge does not have to be pre-defined; instead it can be automatically obtained from the interactions between a user and the system. In this demonstration, we describe the overall architecture of DaNaLIX. We also demonstrate how a generic system like DaNaLIX can take advantage of domain knowledge to improve its usability and query translation accuracy. In addition, we show DaNaLIX still possesses the portability of a generic system by using data collections from three different domains. Finally, we present how domain knowledge can be obtained through user interactions in an automatic fashion. Yunyao Li 0001, Ishan Chaudhuri, Huahai Yang, Satinder Singh 0001, H. V. Jagadish |
SIGMOD Conference | 4 |
| 2007 | Learning payoff functions in infinite games
Yevgeniy Vorobeychik, Michael P. Wellman, Satinder Singh 0001 |
Mach. Learn. | 3 |
| 2006 | Using Homomorphisms to Transfer Options across Continuous Reinforcement Learning Domains
Vishal Soni, Satinder Singh 0001 |
AAAI | 2 |
| 2006 | Mixtures of Predictive Linear Gaussian Models for Nonlinear, Stochastic Dynamical Systems
David Wingate, Satinder Singh 0001 |
AAAI | 2 |
| 2006 | Predictive linear-Gaussian models of controlled stochastic dynamical systemsabstractWe introduce the controlled predictive linear-Gaussian model (cPLG), a model that uses predictive state to model discrete-time dynamical systems with real-valued observations and vector-valued actions. This extends the PLG, an uncontrolled model recently introduced by Rudary et al. (2005). We show that the cPLG subsumes controlled linear dynamical systems (LDS, also called Kalman filter models) of equal dimension, but requires fewer parameters. We also introduce the predictive linear-quadratic Gaussian problem, a cost-minimization problem based on the cPLG that we show is equivalent to linear-quadratic Gaussian problems (LQG, sometimes called LQR). We present an algorithm to estimate cPLG parameters from data, and show that our algorithm is a consistent estimation procedure. Finally, we present empirical results suggesting that our algorithm performs favorably compared to expectation maximization on controlled LDS models. Matthew R. Rudary, Satinder Singh 0001 |
ICML | 2 |
| 2006 | Kernel Predictive Linear Gaussian models for nonlinear stochastic dynamical systemsabstractThe recent Predictive Linear Gaussian model (or PLG) improves upon traditional linear dynamical system models by using a predictive representation of state, which makes consistent parameter estimation possible without any loss of modeling power and while using fewer parameters. In this paper we extend the PLG to model stochastic, nonlinear dynamical systems by using kernel methods. With a Gaussian kernel, the model admits closed form solutions to the state update equations due to conjugacy between the dynamics and the state representation. We also explore an efficient sigma-point approximation to the state updates, and show how all of the model parameters can be learned directly from data (and can be learned on-line with the Kernel Recursive Least-Squares algorithm). We empirically compare the model and its approximation to the original PLG and discuss their relative advantages. David Wingate, Satinder Singh 0001 |
ICML | 2 |
| 2006 | Predictive state representations with optionsabstractRecent work on predictive state representation (PSR) models has focused on using predictions of the outcomes of open-loop action sequences as state. These predictions answer questions of the form “What is the probability of seeing observation sequence o1, o2,..., oN if the agent takes action sequence a1, a2,..., aN from some given history?” We would like to ask more expressive questions in our representation of state, such as “If I behave according to some policy until I terminate, what will be my last observation?” We extend the linear PSR framework to answer questions like these about options – temporally extended, closed-loop courses of action – bounding the size of the linear PSR needed to model questions about a certain class of options. We introduce a hierarchical PSR (HPSR) that can make predictions about both options and primitive action sequences and show empirical results from learning HPSRs in simple domains. Existing work with predictive state representations (PSRs) focuses on using predictions about open-loop action sequences as state. These predictions answer questions of the form “What is the probability of seeing observation sequence o1, o2,..., oN if the agent takes action sequence a1, a2,..., aN in some given history?” Littman et al. (2002) showed that predictions of this form are sufficient in that they can perfectly capture state and can be used to make any prediction, i.e., answer any question, about the system. In general, the number of predictions in the state vector grows linearly with the number of underlying or hidden system states and this can be too large for practical purposes. Of course, if one truly wants a Britton Wolfe, Satinder Singh 0001 |
ICML | 2 |
| 2006 | Optimal Coordinated Planning Amongst Self-Interested Agents with Private State
Ruggiero Cavallo, David C. Parkes, Satinder Singh 0001 |
UAI | 3 |
| 2006 | Cobot in LambdaMOO: An Adaptive Social Statistics Agent
Charles L. Isbell Jr., Michael Kearns, Satinder Singh 0001, Christian R. Shelton, Peter Stone 0001, David P. Kormann |
Auton. Agents Multi Agent Syst. | 3 |
| 2005 | Planning in Models that Combine Memory with Predictive Representations of State
Michael R. James 0001, Satinder Singh 0001 |
AAAI | 2 |
| 2005 | Learning predictive state representations in dynamical systems without resetabstractPredictive state representations (PSRs) are a recently-developed way to model discrete-time, controlled dynamical systems. We present and describe two algorithms for learning a PSR model: a Monte Carlo algorithm and a temporal difference (TD) algorithm. Both of these algorithms can learn models for systems without requiring a reset action as was needed by the previously available general PSR-model learning algorithm. We present empirical results that compare our two algorithms and also compare their performance with that of existing algorithms, including an EM algorithm for learning POMDP models. Britton Wolfe, Michael R. James 0001, Satinder Singh 0001 |
ICML | 3 |
| 2005 | Combining Memory and Landmarks with Predictive State Representations
Michael R. James 0001, Britton Wolfe, Satinder Singh 0001 |
IJCAI | 3 |
| 2005 | Learning Payoff Functions in Infinite Games
Yevgeniy Vorobeychik, Michael P. Wellman, Satinder Singh 0001 |
IJCAI | 3 |
| 2005 | Off-policy Learning with Options and RecognizersabstractWe introduce a new algorithm for off-policy temporal-difference learning with function approximation that has lower variance and requires less knowledge of the behavior policy than prior methods. We develop the notion of a recognizer, a filter on actions that distorts the behavior policy to produce a related target policy with low-variance importance-sampling corrections. We also consider target policies that are deviations from the state distribution of the behavior policy, such as potential temporally abstract options, which further reduces variance. This paper introduces recognizers and their potential advantages, then develops a full algorithm for linear function approximation and proves that its updates are in the same direction as on-policy TD updates, which implies asymptotic convergence. Even though our algorithm is based on importance sampling, we prove that it requires absolutely no knowledge of the behavior policy for the case of state-aggregation function approximators. Off-policy learning is learning about one way of behaving while actually behaving in another way. For example, Q-learning is an off- policy learning method because it learns about the optimal policy while taking actions in a more exploratory fashion, e.g., according to an -greedy policy. Off-policy learning is of interest because only one way of selecting actions can be used at any time, but we would like to learn about many different ways of behaving from the single resultant stream of experience. For example, the options framework for temporal abstraction involves considering a variety of different ways of selecting actions. For each such option one would like to learn a model of its possible outcomes suitable for planning and other uses. Such option models have been proposed as fundamental building blocks of grounded world knowledge (Sutton, Precup & Singh, 1999; Sutton, Rafols & Koop, 2005). Using off-policy learning, one would be able to learn predictive models for many options at the same time from a single stream of experience. Unfortunately, off-policy learning using temporal-difference methods has proven problematic when used in conjunction with function approximation. Function approximation is essential in order to handle the large state spaces that are inherent in many problem do- mains. Q-learning, for example, has been proven to converge to an optimal policy in the tabular case, but is unsound and may diverge in the case of linear function approximation (Baird, 1996). Precup, Sutton, and Dasgupta (2001) introduced and proved convergence for the first off-policy learning algorithm with linear function approximation. They addressed the problem of learning the expected value of a target policy based on experience generated using a different behavior policy. They used importance sampling techniques to reduce the off-policy case to the on-policy case, where existing convergence theorems apply (Tsitsiklis & Van Roy, 1997; Tadic, 2001). There are two important difficulties with that approach. First, the behavior policy needs to be stationary and known, because it is needed to compute the importance sampling corrections. Second, the importance sampling weights are often ill-conditioned. In the worst case, the variance could be infinite and convergence would not occur. The conditions required to prevent this were somewhat awkward and, even when they applied and asymptotic convergence was assured, the variance could still be high and convergence could be slow. In this paper we address both of these problems in the context of off-policy learning for options. We introduce the notion of a recognizer. Rather than specifying an explicit target policy (for instance, the policy of an option), about which we want to make predictions, a recognizer specifies a condition on the actions that are selected. For example, a recognizer for the temporally extended action of picking up a cup would not specify which hand is to be used, or what the motion should be at all different positions of the cup. The recognizer would recognize a whole variety of directions of motion and poses as part of picking the cup. The advantage of this strategy is not that one might prefer a multitude of different behaviors, but that the behavior may be based on a variety of different strategies, all of which are relevant, and we would like to learn from any of them. In general, a recognizer is a function that recognizes or accepts a space of different ways of behaving and thus, can learn from a wider range of data. Recognizers have two advantages over direct specification of a target policy: 1) they are a natural and easy way to specify a target policy for which importance sampling will be well conditioned, and 2) they do not require the behavior policy to be known. The latter is important because in many cases we may have little knowledge of the behavior policy, or a stationary behavior policy may not even exist. We show that for the case of state aggregation, even if the behavior policy is unknown, convergence to a good model is achieved. 1 Non-sequential example The benefits of using recognizers in off-policy learning can be most easily seen in a nonsequential context with a single continuous action. Suppose you are given a sequence of sample actions ai [0, 1], selected i.i.d. according to probability density b : [0, 1] + (the behavior density). For example, suppose the behavior density is of the oscillatory form shown as a red line in Figure 1. For each each action, ai , we observe a corresponding outcome, zi , a random variable whose distribution depends only on ai . Thus the behavior density induces an outcome density. The on-policy problem is to estimate the mean mb of the outcome density. This problem can be solved simply by averaging the sample outcomes: mb = (1/n) n=1 zi . The off-policy problem is to use this same data to learn what ^ i the mean would be if actions were selected in some way other than b, for example, if the actions were restricted to a designated range, such as between 0.7 and 0.9. There are two natural ways to pose this off-policy problem. The most straightforward way is to be equally interested in all actions within the designated region. One professes to be interested in actions selected according to a target density : [0, 1] + , which in the example would be 5.0 between 0.7 and 0.9, and zero elsewhere, as in the dashed line in 12 Probability density functions Target policy with recognizer Target policy w/o recognizer 1.5 Empirical variances (average of 200 sample variances) 1 without recognizer .5 with recognizer 100 200 300 400 500 Doina Precup, Richard S. Sutton, Cosmin Paduraru, Anna Koop, Satinder Singh 0001 |
NIPS | 5 |
| 2005 | Predictive Linear-Gaussian Models of Stochastic Dynamical Systems
Matthew R. Rudary, Satinder Singh 0001, David Wingate |
UAI | 2 |
| 2005 | Strategic Interactions in a Supply Chain GameabstractThe TAC 2003 supply-chain game presented automated trading agents with a challenging strategic problem. Embedded within a high-dimensional stochastic environment was a pivotal strategic decision about initial procurement of components. Early evidence suggested that the entrant field was headed toward a self-destructive, mutually unprofitable equilibrium. Our agent, Deep Maize, introduced a preemptive strategy designed to neutralize aggressive procurement, perturbing the field to a more profitable equilibrium; it worked. Not only did preemption improve Deep Maize's profitability, it improved profitability for the whole field. Whereas it is perhaps counterintuitive that action designed to prevent others from achieving their goals actually helps them, strategic analysis employing an empirical game-theoretic methodology verifies and provides insight about this outcome. Michael P. Wellman, Joshua Estelle, Satinder Singh 0001, Yevgeniy Vorobeychik, Christopher Kiekintveld, Vishal Soni |
Comput. Intell. | 3 |
| 2004 | Learning and discovery of predictive state representations in dynamical systems with resetabstractPredictive state representations (PSRs) are a recently proposed way of modeling controlled dynamical systems. PSR-based models use predictions of observable outcomes of tests that could be done on the system as their state representation, and have model parameters that define how the predictive state representation changes over time as actions are taken and observations noted. Learning PSR-based models requires solving two subproblems: 1) discovery of the tests whose predictions constitute state, and 2) learning the model parameters that define the dynamics. So far, there have been no results available on the discovery subproblem while for the learning subproblem an approximate-gradient algorithm has been proposed (Singh et al., 2003) with mixed results (it works on some domains and not on others). In this paper, we provide the first discovery algorithm and a new learning algorithm for linear PSRs for the special class of controlled dynamical systems that have a reset operation. We provide experimental verification of our algorithms. Finally, we also distinguish our work from prior work by Jaeger (2000) on observable operator models (OOMs). Michael R. James 0001, Satinder Singh 0001 |
ICML | 2 |
| 2004 | Adaptive cognitive orthotics: combining reinforcement learning and constraint-based temporal reasoningabstractReminder systems support people with impaired prospective memory and/or executive function, by providing them with reminders of their functional daily activities. We integrate temporal constraint reasoning with reinforcement learning (RL) to build an adaptive reminder system and in a simulated environment demonstrate that it can personalize to a user and adapt to both short- and long-term changes. In addition to advancing the application domain, our integrated algorithm contributes to research on temporal constraint reasoning by showing how RL can select an optimal policy from amongst a set of temporally consistent ones, and it contributes to the work on RL by showing how temporal constraint reasoning can be used to dramatically reduce the space of actions from which an RL agent needs to learn. Matthew R. Rudary, Satinder Singh 0001, Martha E. Pollack |
ICML | 2 |
| 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 | 2 |
| 2004 | Approximately Efficient Online Mechanism DesignabstractOnline mechanism design (OMD) addresses the problem of sequential decision making in a stochastic environment with multiple self-interested agents. The goal in OMD is to make value-maximizing decisions despite this self-interest. In previous work we presented a Markov decision pro- cess (MDP)-based approach to OMD in large-scale problem domains. In practice the underlying MDP needed to solve OMD is too large and hence the mechanism must consider approximations. This raises the pos- sibility that agents may be able to exploit the approximation for selfish gain. We adopt sparse-sampling-based MDP algorithms to implement - efficient policies, and retain truth-revelation as an approximate Bayesian- Nash equilibrium. Our approach is empirically illustrated in the context of the dynamic allocation of WiFi connectivity to users in a coffeehouse. 1 Introduction Mechanism design (MD) is concerned with the problem of providing incentives to im- plement desired system-wide outcomes in systems with multiple self-interested agents. Agents are assumed to have private information, for example about their utility for differ- ent outcomes and about their ability to implement different outcomes, and act to maximize their own utility. The MD approach to achieving multiagent coordination supposes the ex- istence of a center that can receive messages from agents and implement an outcome and collect payments from agents. The goal of MD is to implement an outcome with desired system-wide properties in a game-theoretic equilibrium. Classic mechanism design considers static systems in which all agents are present and a one-time decision is made about an outcome. Auctions, used in the context of resource- allocation problems, are a standard example. Online mechanism design [1] departs from this and allows agents to arrive and depart dynamically requiring decisions to be made with uncertainty about the future. Thus, an online mechanism makes a sequence of decisions without the benefit of hindsight about the valuations of the agents yet to arrive. Without the issue of incentives, the online MD problem is a classic sequential decision problem. In prior work [6], we showed that Markov decision processes (MDPs) can be used to define an online Vickrey-Clarke-Groves (VCG) mechanism [2] that makes truth-revelation by the agents (called incentive-compatibility) a Bayesian-Nash equilibrium [5] and implements a policy that maximizes the expected summed value of all agents. This online VCG model differs from the line of work in online auctions, introduced by Lavi and Nisan [4] in that it assumes that the center has a model and it handles a general decision space and any decision horizon. Computing the payments and allocations in the online VCG mechanism involves solving the MDP that defines the underlying centralized (ignoring self-interest) decision making problem. For large systems, the MDPs that need to be solved exactly become large and thus computationally infeasible. In this paper we consider the case where the underlying centralized MDPs are indeed too large and thus must be solved approximately, as will be the case in most real applications. Of course, there are several choices of methods for solving MDPs approximately. We show that the sparse-sampling algorithm due to Kearns et al. [3] is particularly well suited to online MD because it produces the needed local approximations to the optimal value and action efficiently. More challengingly, regardless of our choice the agents in the system can exploit their knowledge of the mechanism's approximation algorithm to try and "cheat" the mechanism to further their own selfish interests. Our main contribution is to demonstrate that our new approximate online VCG mechanism has truth-revelation by the agents as an -Bayesian-Nash equilibrium (BNE). This approximate equilibrium supposes that each agent is indifferent to within an expected utility of , and will play a truthful strategy in best- response to truthful strategies of other agents if no other strategy can improve its utility by more than . For any , our online mechanism has a run-time that is independent of the number of states in the underlying MDP, provides an -BNE, and implements a policy with expected value within of the optimal policy's value. Our approach is empirically illustrated in the context of the dynamic allocation of WiFi con- nectivity to users in a coffeehouse. We demonstrate the speed-up introduced with sparse- sampling (compared with policy calculation via value-iteration), as well as the economic value of adopting an MDP-based approach over a simple fixed-price approach. 2 Preliminaries Here we formalize the multiagent sequential decision problem that defines the online mech- anism design (OMD) problem. The approach is centralized. Each agent is asked to report its private information (for instance about its value and its capabilities) to a central planner or mechanism upon arrival. The mechanism implements a policy based on its view of the state of the world (as reported by agents). The policy defines actions in each state, and the assumption is that all agents acquiesce to the decisions of the planner. The mechanism also collects payments from agents, which can themselves depend on the reports of agents. Online Mechanism Design We consider a finite-horizon problem with a set T of time points and a sequence of decisions k = {k1, . . . , kT }, where kt Kt and Kt is the set of feasible decisions in period t. Agent i I arrives at time ai T , departs at time li T , and has value vi(k) 0 for a sequence of decisions k. By assumption, an agent has no value for decisions outside of interval [ai, li]. Agents also face payments, which can be col- lected after an agent's departure. Collectively, information i = (ai, li, vi) defines the type of agent i with i . Agent types are sampled i.i.d. from a probability distribution f (), assumed known to the agents and to the central mechanism. Multiple agents can arrive and depart at the same time. Agent i, with type i, receives utility ui(k, p; i) = vi(k; i) - p, for decisions k and payment p. Agents are modeled as expected-utility maximizers. Definition 1 (Online Mechanism Design) The OMD problem is to implement the sequence of decisions that maximizes the expected summed value across all agents in equilibrium, given self-interested agents with private information about valuations. In economic terms, an optimal (value-maximizing) policy is the allocatively-efficient, or simply the efficient policy. Note that nothing about the OMD models requires centralized execution of the joint plan. Rather, the agents themselves can have capabilities to perform actions and be asked to perform particular actions by the mechanism. The agents can also have private information about the actions that they are able to perform. Using MDPs to Solve Online Mechanism Design. In the MDP-based approach to solv- ing the OMD problem the sequential decision problem is formalized as an MDP with the state at any time encapsulating both the current agent population and constraints on current decisions as reflected by decisions made previously. The reward function in the MDP is simply defined to correspond with the total reported value of all agents for all sequences of decisions. Given types i f () we define an MDP, Mf , as follows. Define the state of the MDP at time t as the history-vector ht = (1, . . . , t; k1, . . . , kt-1), to include the reported types up to and including period t and the decisions made up to and including period t - 1.1 The set of all possible states at time t is denoted Ht. The set of all possible states across all time is H = T +1 H t=1 t. The set of decisions available in state ht is Kt(ht). Given a decision kt Kt(ht) in state ht, there is some probability distribution Prob(ht+1|ht, kt) over possible next states ht+1. In the setting of OMD, this probability distribution is determined by the uncertainty on new agent arrivals (as represented within f ()), together with departures and the impact of decision kt on state. The payoff function for the induced MDP is defined to reflect the goal of maximizing the total expected reward across all agents. In particular, payoff Ri(ht, kt) = vi(kt; i) - vi(kt-1; i) becomes available from agent i upon taking action kt in state ht. With this, we have Ri(h t=1 t, kt) = vi(k ; i), for all periods to provide the required cor- respondence with agent valuations. Let R(ht, kt) = Ri(h i t, kt), denote the payoff obtained from all agents at time t. Given a (nonstationary) policy = {1, 2, . . . , T } where t : Ht Kt, an MDP defines an MDP-value function V as follows: V (ht) is the expected value of the summed payoff obtained from state ht onwards under policy , i.e., V (ht) = E{R(ht, (ht)) + R(ht+1, (ht+1)) + + R(hT , (hT ))}. An optimal policy is one that maximizes the MDP-value of every state in H. The optimal MDP-value function V can be computed by value-iteration, and is defined so that V (h) = maxkK P rob(h |h, k)V (h )] for t = T - t (h) [R(h, k) + h Ht+1 1, T - 2, . . . , 1 and all h Ht, with V (h HT ) = maxkKT (h) R(h, k). Given the optimal MDP-value function, the optimal policy is derived as follows: for t < T , policy (h Ht) chooses action arg maxkK P rob(h |h, k)V (h )] t (h) [R(h, k) + h Ht+1 and (h HT ) = arg maxkKT (h) R(h, k). Let ^ t denote reported types up to and including period t . Let Ri (^ t t ; ) denote the total reported reward to agent i up to and including period t . The commitment period for agent i is defined as the first period, mi, for which t mi, Ri (^ ; ) = Ri (^ ; ) , for any types still to m m m i i t i >mi >mi arrive. This is the earliest period in which agent i's total value is known with certainty. Let ht (^ t ; ) denote the state in period t given reports ^ t . Let ^ t \i = ^ t \ ^ i. Definition 2 (Online VCG mechanism) Given history h H, mechanism Mvcg = (; , pvcg) implements policy and collects payment, pvcg(^ ; ) = Ri (^ ; ) - V (h (^ ; )) - V (h (^ i mi m m ^ a ^ a ^ a ^ a i i i i i i \i ; )) (1) from agent i in some period t mi. 1Using histories as state will make the state space very large. Often, there will be some function g for which g(h) is a sufficient statistic for all possible states h. We ignore this possibility here. Agent i's payment is equal to its reported value discounted by the expected marginal value that it will contribute to the system as determined by the MDP-value function for the policy in its arrival period. The incentive-compatibility of the Online VCG mechanism requires that the MDP satisfies stalling which requires that the expected value from the optimal policy in every state in which an agent arrives is at least the expected value from following the optimal action in that state as though the agent had never arrived and then returning to the optimal policy. Clearly, property Kt(ht) Kt(ht \ i) in any period t in which i has just arrived is sufficient for stalling. Stalling is satisfied whenever an agent's arrival does not force a change in action on a policy. Theorem 1 (Parkes & Singh [6]) An online VCG mechanism, Mvcg = (; , pvcg), based on an optimal policy for a correct MDP model that satisfies stalling is Bayesian- Nash incentive compatible and implements the optimal MDP policy. 3 Solving Very Large MDPs Approximately From Equation 1, it can be seen that making outcome and payment decisions at any point in time in an online VCG mechanism does not require a global value function or a global policy. Unlike most methods for approximately solving MDPs that compute global approx- imations, the sparse-sampling methods of Kearns et al. [3] compute approximate values and actions for a single state at a time. Furthermore, sparse-sampling methods provide approx- imation guarantees that will be important to establish equilibrium properties -- they can compute an -approximation to the optimal value and action in a given state in time inde- pendent of the size of the state space (though polynomial in 1 and exponential in the time horizon). Thus, sparse-sampling methods are particularly suited to approximating online VCG and we adopt them here. The sparse-sampling algorithm uses the MDP model Mf as a generative model, i.e., as a black box from which a sample of the next-state and reward distributions for any given state-action pair can be obtained. Given a state s and an approximation parameter , it computes an -accurate estimate of the optimal value for s as follows. We make the param- eterization on explicit by writing sparse-sampling( ). The algorithm builds out a depth-T sampled tree in which each node is a state and each node's children are obtained by sam- pling each action in that state m times (where m is chosen to guarantee an approximation to the optimal value of s), and each edge is labeled with the sample reward for that transi- tion. The algorithm computes estimates of the optimal value for nodes in the tree working backwards from the leaves as follows. The leaf-nodes have zero value. The value of a node is the maximum over the values for all actions in that node. The value of an action in a node is the summed value of the m rewards on the m outgoing edges for that action plus the summed value of the m children of that node. The estimated optimal value of state s is the value of the root node of the tree. The estimated optimal action in state s is the action that leads to the largest value for the root node in the tree. Lemma 1 (Adapted from Kearns, Mansour & Ng [3]) The sparse-sampling( ) algorithm, given access to a generative model for any n-action MDP M , takes as input any state s S and any > 0, outputs an action, and satisfies the following two conditions: (Running Time) The running time of the algorithm is O((nC)T ), where C = f (n, 1 , Rmax, T ) and f is a polynomial function of the approximation parameter 1 , the number of actions n, the largest expected reward in a state Rmax and the horizon T . In particular, the running time has no dependence on the number of states. (Near-Optimality) The value function of the stochastic policy implemented by the sparse-sampling( ) algorithm, denoted V ss, satisfies |V (s) - V ss(s)| si- multaneously for all states s S. It is straightforward to derive the following corollary from the proof of Lemma 1 in [3]. Corollary 1 The value function computed by the sparse-sampling( ) algorithm, denoted ^ V ss, is near-optimal in expectation, i.e., |V (s) - E{ ^ V ss(s)}| simultaneously for all states s S and where the expectation is over the randomness introduced by the sparse- sampling( ) algorithm. 4 Approximately Efficient Online Mechanism Design In this section, we define an approximate online VCG mechanism and consider the effect on incentives of substituting the sparse-sampling( ) algorithm into the online VCG mech- anism. We model agents as indifferent between decisions that differ by at most a utility of > 0, and consider an approximate Bayesian-Nash equilibrium. Let vi(; ) denote the final value to agent i after reports given policy . Definition 3 (approximate BNE) Mechanism Mvcg = (, , pvcg) is -Bayesian-Nash in- centive compatible if E| {vi(; ) - pvcg(; )} + E {vi(-i, ^ i; ) - pvcg(-i, ^ i; )}(2) | t i t i where agent i with type i arrives in period t , and with the expectation taken over future types given current reports t . In particular, when truth-telling is an -BNE we say that the mechanism is -BNE incentive compatible and no agent can improve its expected utility by more than > 0, for any type, as long as other agents are bidding truthfully. Equivalently, one can interpret an -BNE as an exact equilibrium for agents that face a computational cost of at least to compute the exact BNE. Definition 4 (approximate mechanism) A sparse-sampling( ) based approximate online VCG mechanism, Mvcg( ) = (; ~ , ~ pvcg), uses the sparse-sampling( ) algorithm to imple- ment stochastic policy ~ and collects payment ~ pvcg(^ ; ~ ) = Ri (^ ; ~ ) - ^ V ss(h (^ ; ~ )) - ^ V ss(h (^ i mi m m ^ a ^ a ^ a ^ a i i i i i i \i ; ~ )) from agent i in some period t mi, for commitment period mi. Our proof of incentive-compatibility first demonstrates that an approximate delayed VCG mechanism [1, 6] is -BNE. With this, we demonstrate that the expected value of the pay- ments in the approximate online VCG mechanism is within 3 of the payments in the approximate delayed VCG mechanism. The delayed VCG mechanism makes the same decisions as the online VCG mechanism, except that payments are delayed until the final period and computed as: pDvcg(^ ; ) = Ri (^ ; ) - R i T T ( ^ ; ) - RT (^ -i; ) (3) where the discount is computed ex post, once the effect of an agent on the system value is known. In an approximate delayed-VCG mechanism, the role of the sparse-sampling algorithm is to implement an approximate policy, as well as counterfactual policies for the worlds -i without each agent i in turn. The total reported reward to agents = i over this counterfactual series of states is used to define the payment to agent i. Lemma 2 Truthful bidding is an -Bayesian-Nash equilibrium in the sparse-sampling( ) based approximate delayed-VCG mechanism. Proof: Let ~ denote the approximate policy computed by the sparse-sampling algorithm. Assume agents = i are truthful. Now, if agent i bids truthfully its expected utility is E| {v Rj (; ~ ) - Rj ( a i(; ~ ) + T T -i; ~ )} (4) i j=i j=i where the expectation is over both the types yet to be reported and the random- ness introduced by the sparse-sampling( ) algorithm. Substituting R V (ha ( ; ~ )) - V ss(h ( i ai ai ai\i; ~ )) - (5) because V ss(ha ( ; ~ )) V (h ( ; ~ )) - by Lemma 1. Now, ignore term i ai ai ai RT (-i; ~ ) in Equation (4), which is independent of agent i's bid ^ i, and consider the maximal expected utility to agent i from some non-truthful bid. The effect of ^ i on the first two terms is indirect, through a change in the policy for periods ai. An agent can change the policy only indirectly, by changing the center's view of the state by misreporting its type. By definition, the agent can do no better than selecting optimal policy , which is defined to maximize the expected value of the first two terms. Putting this together, the expected utility from ^ i is at most V (ha ( ; ~ )) - V ss(h ( i ai ai ai\i; ~ )) and at most better than that from bidding truthfully. Theorem 2 Truthful bidding is an 4 -Bayesian-Nash equilibrium in the sparse- sampling( ) based approximate online VCG mechanism. Proof: Assume agents = i bid truthfully, and consider report ^ i. Clearly, the policy implemented in the approximate online-VCG mechanism is the same as in the delayed- VCG mechanism for all ^ i. Left to show is that the expected value of the payments are within 3 for all ^ i. From this we conclude that the expected utility to agent i in the approximate-VCG mechanism is always within 3 of that in the approximate delayed-VCG mechanism, and therefore 4 -BNE by Lemma 2. The expected payment in the approximate online VCG mechanism is E| {Ri (^ ; ~ )} - E{ ^ V ss(h (^ ; ~ )} - E{ ^ V ss(h (^ a T ^ ai ^ ai ^ ai ^ ai\i; ~ )} i The value function computed by the sparse-sampling( ) algorithm is a random variable to agent i at the time of bidding, and the second and third expectations are over the random- ness introduced by the sparse-sampling( ) algorithm. The first term is the same as in the payment in the approximate delayed-VCG mechanism. By Corollary 1, the value function estimated in the sparse-sampling( ) is near-optimal in expectation and the total of the sec- ond two terms is at least V (h^a (^ (^ ; )) - 2 . Ignoring the first i ^ ai\i; )) - V (h^ ai ^ ai term in pDvcg, the expected payment in the approximate delayed-VCG mechanism is no i more than V (h^a (^ (^ ; )) - ) because of the near-optimality i ^ ai\i; )) - (V (h^ ai ^ ai of the value function of the stochastic policy (Lemma 1). Putting this together, we have a maximum difference in expected payments of 3 . Similar analysis yields a maximum dif- ference of 3 when an upper-bound is taken on the payment in the online VCG mechanism and compared with a lower-bound on the payment in the delayed mechanism. Theorem 3 For any parameter > 0, the sparse-sampling( ) based approximate online VCG mechanism has -efficiency in an 4 -BNE. 5 Empirical Evaluation of Approximate Online VCG The WiFi Problem. The WiFi problem considers a fixed number of channels C with a random number of agents (max A) that can arrive per period. The time horizon T = 50. Agents demand a single channel and arrive with per-unit value, distributed i.i.d. V = {v1, . . . , vk} and duration in the system, distributed i.i.d. D = {d1, . . . , dl}. The value model requires that any allocation to agent i must be for contiguous periods, and be made while the agent is present (i.e., during periods [t, ai + di], for arrival ai and duration di). An agent's value for an allocation of duration x is vix where vi is its per-unit value. Let dmax denote the maximal possible allocated duration. We define the following MDP components: State space: We use the following compact, sufficient, statistic of history: a resource schedule is a (weakly non-decreasing) vector of length dmax that counts the number of channels available in the current period and next dmax - 1 periods given previous actions (C channels are available after this); an agent vector of size (k l) that provides a count of the number of agents present but not allocated for each possible per-unit value and each possible duration (the duration is automatically decremented when an agent remains in the system for a period without receiving an allocation); the time remaining until horizon T . Action space: The policy can postpone an agent allocation, or allocate an agent to a chan- nel for the remaining duration of the agent's time in the system if a channel is available, and the remaining duration is not greater than dmax. Payoff function: The reward at a time step is the summed value obtained from all agents for which an allocation is made in this time step. This is the total value such an agent will receive before it departs. Transition probabilities: The change in resource schedule, and in the agent vector that relates to agents currently present, is deterministic. The random new additions to the agent vector at each step are unaffected by the actions and also independent of time. Mechanisms. In the exact online VCG mechanism we compute an optimal policy, and optimal MDP values, offline using finite-horizon value iteration [7]. In the sparse- sampling( ) approach, we define a sampling tree depth L (perhaps < T ) and sample each state m times. This limited sampling depth places a lower-bound on the best possible ap- proximation accuracy from the sparse-sampling algorithm. We also employ agent pruning, with the agent vector in the state representation pruned to remove dominated agents: con- sider agent type with duration d and value v and remove all but C - N agents where N is the number of agents that either have remaining duration d and value > v or duration < d and value v. In computing payments we use factoring, and only determine VCG payments once for each type of agent to arrive. We compare performance with a simple fixed-price allocation scheme that given a particular problem, computes off-line a fixed number of periods and a fixed price (agents are queued and offered the price at random as resources become available) that yields the maximum expected total value. Results In the default model, we set C = 5, A = 5, define the set of values V = {1, 2, 3}, define the set of durations D = {1, 2, 6}, with lookahead L = 4 and sampling width m = 6. All results are averaged over at least 10 instances, and experiments were performed on a 3GHz P4, with 512 MB RAM. Value and revenue is normalized by the total value demanded by all agents, i.e. the value with infinite capacity.2 Looking first at economic properties, Figure 1(A) shows the effect of varying the number of agents from 2 to 12, comparing the value and revenue between the approximate online VCG mechanism and the fixed price mechanism. Notice that the MDP method dominates the price-based scheme for value, with a notable performance improvement over fixed price when demand is neither very low (no contention) nor very high (lots of competition). Revenue is also generally better from the MDP-based mechanism than in the fixed price scheme. Fig. 1(B) shows the similar effect of varying the number of channels from 3 to 10. Turning now to computational properties, Figure 1 (C) illustrates the effectiveness of sparse-sampling, and also agent pruning, sampled over 100 instances. The model is very 2This explains why the value appears to drop as we scale up the number of agents-- the total available value is increasing but supply remains fixed. 100 value:mdp value:mdp 80 rev:mdp rev:mdp value:fixed 80 value:fixed rev:fixed rev:fixed 60 60 % % 40 40 20 20 2 4 6 8 10 12 03 4 5 6 7 8 9 10 Number of agents Number of channels 98 1.0 600 value:pruning vs. #agents time:pruning vs. #agents (no pruning) 96 value:no pruning 0.8 500 time:no pruning vs. #channels 400 94 0.6 300 92 0.4 Run time (s) % of Exact Value % of Exact Time 200 90 0.2 time:pruning 100 time:no pruning 88 0 0 2 4 6 8 10 2 4 6 8 10 12 Sampling Width Number of Agents Figure 1: (A) Value and Revenue vs. Number of Agents. (B) Value and Revenue vs. Number of Channels. (C) Effect of Sampling Width. (D) Pruning speed-up. small: A = 2, C = 2, D = {1, 2, 3}, V = {1, 2, 3} and L = 4, to allow a compari- son with the compute time for an optimal policy. The sparse-sampling method is already running in less than 1% of the time for optimal value-iteration (right-hand axis), with an accuracy as high as 96% of the optimal. Pruning provides an incremental speed-up, and actually improves accuracy, presumably by making better use of each sample. Figure 1 (D) shows that pruning is extremely useful computationally (in comparison with plain sparse- sampling), for the default model parameters and as the number of agents is increased from 2 to 12. Pruning is effective, removing around 50% of agents (summed across all states in the lookahead tree) at 5 agents. Acknowledgments. David Parkes was funded by NSF grant IIS-0238147. Satinder Singh was funded by NSF grant CCF 0432027 and by a grant from DARPA's IPTO program. David C. Parkes, Satinder Singh 0001, Dimah Yanovsky |
NIPS | 2 |
| 2004 | Intrinsically Motivated Reinforcement LearningabstractPsychologists call behavior intrinsically motivated when it is engaged in for its own sake rather than as a step toward solving a specific problem of clear practical value. But what we learn during intrinsically motivated behavior is essential for our development as competent autonomous en- tities able to efficiently solve a wide range of practical problems as they arise. In this paper we present initial results from a computational study of intrinsically motivated reinforcement learning aimed at allowing arti- ficial agents to construct and extend hierarchies of reusable skills that are needed for competent autonomy. 1 Introduction Psychologists distinguish between extrinsic motivation, which means being moved to do something because of some specific rewarding outcome, and intrinsic motivation, which refers to being moved to do something because it is inherently enjoyable. Intrinsic motiva- tion leads organisms to engage in exploration, play, and other behavior driven by curiosity in the absence of explicit reward. These activities favor the development of broad com- petence rather than being directed to more externally-directed goals (e.g., ref. [14]). In contrast, machine learning algorithms are typically applied to single problems and so do not cope flexibly with new problems as they arise over extended periods of time. Although the acquisition of competence may not be driven by specific problems, this com- petence is routinely enlisted to solve many different specific problems over the agent's lifetime. The skills making up general competence act as the "building blocks" out of which an agent can form solutions to new problems as they arise. Instead of facing each new challenge by trying to create a solution out of low-level primitives, it can focus on combining and adjusting its higher-level skills. In animals, this greatly increases the effi- ciency of learning to solve new problems, and our main objective is to achieve a similar efficiency in our machine learning algorithms and architectures. This paper presents an elaboration of the reinforcement learning (RL) framework [11] that encompasses the autonomous development of skill hierarchies through intrinsically mo- tivated reinforcement learning. We illustrate its ability to allow an agent to learn broad competence in a simple "playroom" environment. In a related paper [1], we provide more extensive background for this approach, whereas here the focus is more on algorithmic details. Lack of space prevents us from providing a comprehensive background to the many ideas to which our approach is connected. Many researchers have argued for this kind of devel- opmental approach in which an agent undergoes an extended developmental period dur- ing which collections of reusable skills are autonomously learned that will be useful for a wide range of later challenges (e.g., [4, 13]). The previous machine learning research most closely related is that of Schmidhuber (e.g., [8]) on confidence-based curiosity and the ideas of exploration and shaping bonuses [6, 10], although our definition of intrinsic re- ward differs from these. The most direct inspiration behind the experiment reported in this paper, comes from neuroscience. The neuromodulator dopamine has long been associated with reward learning [9]. Recent studies [2, 3] have focused on the idea that dopamine not only plays a critical role in the extrinsic motivational control of behaviors aimed at harvest- ing explicit rewards, but also in the intrinsic motivational control of behaviors associated with novelty and exploration. For instance, salient, novel sensory stimuli inspire the same sort of phasic activity of dopamine cells as unpredicted rewards. However, this activation extinguishes more or less quickly as the stimuli become familiar. This may underlie the fact that novelty itself has rewarding characteristics [7]. These connections are key components of our approach to intrinsically motivated RL. 2 Reinforcement Learning of Skills According to the "standard" view of RL (e.g., [11]) the agent-environment interaction is envisioned as the interaction between a controller (the agent) and the controlled system (the environment), with a specialized reward signal coming from a "critic" in the environment that evaluates (usually with a scalar reward value) the agent's behavior (Fig. 1A). The agent learns to improve its skill in controlling the environment in the sense of learning how to increase the total amount of reward it receives over time from the critic. External Environment Environment Actions Sensations Critic Internal Environment Critic Rewards Actions States Rewards Decisions States Agent Agent "Organism" A B Figure 1: Agent-Environment Interaction in RL. A: The usual view. B: An elaboration. Sutton and Barto [11] point out that one should not identify this RL agent with an entire animal or robot. An an animal's reward signals are determined by processes within its brain that monitor not only external state but also the animal's internal state. The critic is in an animal's head. Fig. 1B makes this more explicit by "factoring" the environment of Fig. 1A into an external environment and an internal environment, the latter of which contains the critic which determines primary reward. This scheme still includes cases in which reward is essentially an external stimulus (e.g., a pat on the head or a word of praise). These are simply stimuli transduced by the internal environment so as to generate the appropriate level of primary reward. The usual practice in applying RL algorithms is to formulate the problem one wants the agent to learn how to solve (e.g., win at backgammon) and define a reward function spe- cially tailored for this problem (e.g., reward = 1 on a win, reward = 0 on a loss). Sometimes considerable ingenuity is required to craft an appropriate reward function. The point of departure for our approach is to note that the internal environment contains, among other things, the organism's motivational system, which needs to be a sophisticated system that should not have to be redesigned for different problems. Handcrafting a different special- purpose motivational system (as in the usual RL practice) should be largely unnecessary. Skills--Autonomous mental development should result in a collection of reusable skills. But what do we mean by a skill? Our approach to skills builds on the theory of options [12]. Briefly, an option is something like a subroutine. It consists of 1) an option policy that directs the agent's behavior for a subset of the environment states, 2) an initiation set con- sisting of all the states in which the option can be initiated, and 3) a termination condition, which specifies the conditions under which the option terminates. It is important to note that an option is not a sequence of actions; it is a closed-loop control rule, meaning that it is responsive to on-going state changes. Furthermore, because options can invoke other options as actions, hierarchical skills and algorithms for learning them naturally emerge from the conception of skills as options. Theoretically, when options are added to the set of admissible agent actions, the usual Markov decision process (MDP) formulation of RL extends to semi-Markov decision processes (SMDPs), with the one-step actions now be- coming the "primitive actions." All of the theory and algorithms applicable to SMDPs can be appropriated for decision making and learning with options [12]. Two components of the the options framework are especially important for our approach: 1. Option Models: An option model is a probabilistic description of the effects of executing an option. As a function of an environment state where the option is initiated, it gives the probability with which the option will terminate at any other state, and it gives the total amount of reward expected over the option's execution. Option models can be learned from experience (usually only approximately) using standard methods. Option models allow stochastic planning methods to be extended to handle planning at higher levels of abstraction. 2. Intra-option Learning Methods: These methods allow the policies of many options to be updated simultaneously during an agent's interaction with the environment. If an option could have produced a primitive action in a given state, its policy can be updated on the basis of the observed consequences even though it was not directing the agent's behavior at the time. In most of the work with options, the set of options must be provided by the system designer. While an option's policy can be improved through learning, each option has to be prede- fined by providing its initiation set, termination condition, and the reward function that evaluates its performance. Many researchers have recognized the desirability of automati- cally creating options, and several approaches have recently been proposed (e.g., [5]). For the most part, these methods extract options from the learning system's attempts to solve a particular problem, whereas our approach creates options outside of the context of solving any particular problem. Developing Hierarchical Collections of Skills--Children accumulate skills while they engage in intrinsically motivated behavior, e.g., while at play. When they notice that some- thing they can do reliably results in an interesting consequence, they remember this in a form that will allow them to bring this consequence about if they wish to do so at a future time when they think it might contribute to a specific goal. Moreover, they improve the efficiency with which they bring about this interesting consequence with repetition, before they become bored and move on to something else. We claim that the concepts of an option and an option model are exactly appropriate to model this type of behavior. Indeed, one of our main contributions is a (preliminary) demonstration of this claim. 3 Intrinsically Motivated RL Our main departure from the usual application of RL is that our agent maintains a knowl- edge base of skills that it learns using intrinsic rewards. In most other regards, our ex- tended RL framework is based on putting together learning and planning algorithms for Loop forever Current state st, current primitive action at, current option ot, extrinsic reward ret, intrinsic reward rit Obtain next state st+1 //-- Deal with special case if next state is salient If st+1 is a salient event e If option for e, oe, does not exist in O (skill-KB) Create option oe in skill-KB; Add st to Ioe // initialize initiation set Set oe (st+1) = 1 // set termination probability //-- set intrinsic reward value ri = [1 - P oe (s t+1 t+1|st)] // is a constant multiplier else ri = 0 t+1 //-- Update all option models For each option o = oe in skill-KB (O) If st+1 Io, then add st to Io // grow initiation set If at is greedy action for o in state st //-- update option transition probability model P o(x|st) [(1 - o(st+1)P o(x|st+1) + o(st+1)st+1x] //-- update option reward model Ro(st) [re + (1 - o(s t t+1))Ro(st+1)] //-- Q-learning update of behavior action-value function QB(st, at) [re + ri + max t t aAO QB (st+1, a)] //-- SMDP-planning update of behavior action-value function For each option o in skill-KB QB(st, o) [Ro(st) + P o(x|s xS t) maxaAO QB (x, a)] //-- Update option action-value functions For each option o O such that st Io Qo(st, at) [re + (o(s t t+1) terminal value for option o) +(1 - o(st+1)) maxaAO Qo(st+1, a)] For each option o O such that st Io and o = o Qo(st, o ) Ro (st) + P o (x|s xS t)[o(x) terminal val for option o +((1 - o(x)) maxaAO Qo(x, a))] Choose at+1 using -greedy policy w.r.to QB // -- Choose next action //-- Determine next extrinsic reward Set ret+1 to the extrinsic reward for transition st, at st+1 Set st st+1; at at+1; re re ri t t+1; rit t+1 Figure 2: Learning Algorithm. Extrinsic reward is denoted re while intrinsic reward is denoted ri. Equations of the form x [y] are short for x (1-)x+[y]. The behavior action value function QB is updated using a combination of Q-learning and SMDP planning. Throughout is a discount factor and is the step-size. The option action value functions Qo are updated using intra-option Q-learning. Note that the intrinsic reward is only used in updating QB and not any of the Qo. options [12]. Behavior The agent behaves in its environment according to an -greedy policy with re- spect to an action-value function QB that is learned using a mix of Q-learning and SMDP planning as described in Fig. 2. Initially only the primitive actions are available to the agent. Over time, skills represented internally as options and their models also become available to the agent as action choices. Thus, QB maps states s and actions a (both primitive and options) to the expected long-term utility of taking that action a in state s. Salient Events In our current implementation we assume that the agent has intrinsic or hardwired notions of interesting or "salient" events in its environment. For example, in the playroom environment we present shortly, the agent finds changes in light and sound intensity to be salient. These are intended to be independent of any specific task and likely to be applicable to many environments. Reward In addition to the usual extrinsic rewards there are occasional intrinsic rewards generated by the agent's critic (see Fig. 1B). In this implementation, the agent's intrinsic reward is generated in a way suggested by the novelty response of dopamine neurons. The intrinsic reward for each salient event is proportional to the error in the prediction of the salient event according to the learned option model for that event (see Fig. 2 for detail). Skill-KB The agent maintains a knowledge base of skills that it has learned in its environ- ment. Initially this may be empty. The first time a salient event occurs, say light turned on, structures to learn an option that achieves that salient event (turn-light-on option) are created in the skill-KB. In addition, structures to learn an option model are also created. So for option o, Qo maps states s and actions a (again, both primitive and options) to the long-term utility of taking action a in state s. The option for a salient event terminates with probability one in any state that achieves that event and never terminates in any other state. The initiation set, Io, for an option o is incrementally expanded to includes states that lead to states in the current initiation set. Learning The details of the learning algorithm are presented in Fig. 2. 4 Playroom Domain: Empirical Results We implemented intrinsically motivated RL (of Fig. 2) in a simple artificial "playroom" domain shown in Fig. 3A. In the playroom are a number of objects: a light switch, a ball, a bell, two movable blocks that are also buttons for turning music on and off, as well as a toy monkey that can make sounds. The agent has an eye, a hand, and a visual marker (seen as a cross hair in the figure). The agent's sensors tell it what objects (if any) are under the eye, hand and marker. At any time step, the agent has the following actions available to it: 1) move eye to hand, 2) move eye to marker, 3) move eye one step north, south, east or west, 4) move eye to random object, 5) move hand to eye, and 6) move marker to eye. In addition, if both the eye and and hand are on some object, then natural operations suggested by the object become available, e.g., if both the hand and the eye are on the light switch, then the action of flicking the light switch becomes available, and if both the hand and eye are on the ball, then the action of kicking the ball becomes available (which when pushed, moves in a straight line to the marker). The objects in the playroom all have potentially interesting characteristics. The bell rings once and moves to a random adjacent square if the ball is kicked into it. The light switch controls the lighting in the room. The colors of any of the blocks in the room are only visible if the light is on, otherwise they appear similarly gray. The blue block if pressed turns music on, while the red block if pressed turns music off. Either block can be pushed and as a result moves to a random adjacent square. The toy monkey makes frightened sounds if simultaneously the room is dark and the music is on and the bell is rung. These objects were designed to have varying degrees of difficulty to engage. For example, to get the monkey to cry out requires the agent to do the following sequence of actions: 1) get its eye to the light switch, 2) move hand to eye, 3) push the light switch to turn the light on, 4) find the blue block with its eye, 5) move the hand to the eye, 6) press the blue block to turn music on, 7) find the light switch with its eye, 8) move hand to eye, 9) press light switch to turn light off, 10) find the bell with its eye, 11) move the marker to the eye, 12) find the ball with its eye, 13) move its hand to the ball, and 14) kick the ball to make the bell ring. Notice that if the agent has already learned how to turn the light on and off, how to turn music on, and how to make the bell ring, then those learned skills would be of obvious use in simplifying this process of engaging the toy monkey. A B C Performance of Learned Options Effect of Intrinsically Motivated Learning 10000 120 100 8000 80 Sound On Extrinsic Reward Only 6000 60 Light On Music On 4000 40 Toy Monkey On Intrinsic & Extrinsic Rewards 20 2000 0 Average # of Actions to Salient Event 0 0.5 1 1.5 2 2.5 0 Number of steps between extrinsic rewards 0 100 200 300 400 500 600 7 Number of Actions x 10 Number of extrinsic rewards Figure 3: A. Playroom domain. B. Speed of learning of various skills. C. The effect of intrinsically motivated learning when extrinsic reward is present. See text for details For this simple example, changes in light and sound intensity are considered salient by the playroom agent. Because the initial action value function, QB, is uninformative, the agent starts by exploring its environment randomly. Each first encounter with a salient event initiates the learning of an option and an option model for that salient event. For example, the first time the agent happens to turn the light on, it initiates the data structures necessary for learning and storing the light-on option. As the agent moves around the environment, all the options (initiated so far) and their models are simultaneously updated using intra-option learning. As shown in Fig. 2, the intrinsic reward is used to update QB. As a result, when the agent encounters an unpredicted salient event a few times, its updated action value function drives it to repeatedly attempt to achieve that salient event. There are two interesting side effects of this: 1) as the agent tries to repeatedly achieve the salient event, learning improves both its policy for doing so and its option-model that predicts the salient event, and 2) as its option policy and option model improve, the intrinsic reward diminishes and the agent gets "bored" with the associated salient event and moves on. Of course, the option policy and model become accurate in states the agent encounters frequently. Occasionally, the agent encounters the salient event in a state (set of sensor readings) that it has not encountered before, and it generates intrinsic reward again (it is "surprised"). A summary of results is presented in Fig. 4. Each panel of the figure is for a distinct salient event. The graph in each panel shows both the time steps at which the event occurs as well as the intrinsic reward associated by the agent to each occurrence. Each occurrence is denoted by a vertical bar whose height denotes the amount of associated intrinsic reward. Note that as one goes from top to bottom in this figure, the salient events become harder to achieve and, in fact, become more hierarchical. Indeed, the lowest one for turning on the monkey noise (Non) needs light on, music on, light off, sound on in sequence. A number of interesting results can be observed in this figure. First note that the salient events that are simpler to achieve occur earlier in time. For example, Lon (light turning on) and Loff (light turning off) are the simplest salient events, and the agent makes these happen quite early. The agent tries them a large number of times before getting bored and moving on to other salient events. The reward obtained for each of these events diminishes after repeated exposure to the event. Thus, automatically, the skill of achieving the simpler events are learned before those for the more complex events. Figure 4: Results from the playroom domain. Each panel depicts the occurrences of salient events as well as the associated intrinsic rewards. See text for details. Of course, the events keep happening despite their diminished capacity to reward because they are needed to achieve the more complex events. Consequently, the agent continues to turn the light on and off even after it has learned this skill because this is a step along the way toward turning on the music, as well as along the way toward turning on the monkey noise. Finally note that the more complex skills are learned relatively quickly once the required sub-skills are in place, as one can see by the few rewards the agent receives for them. The agent is able to bootstrap and build upon the options it has already learned for the simpler events. We confirmed the hierarchical nature of the learned options by inspecting the greedy policies for the more complex options like Non and Noff. The fact that all the options are successfully learned is also seen in Fig. 3B in which we show how long it takes to bring about the events at different points in the agent's experience (there is an upper cutoff of 120 steps). This figure also shows that the simpler skills are learned earlier than the more complex ones. An agent having a collection of skills learned through intrinsic reward can learn a wide variety of extrinsically rewarded tasks more easily than an agent lacking these skills. To illustrate, we looked at a playroom task in which extrinsic reward was available only if the agent succeeded in making the monkey cry out. This requires the 14 steps described above. This is difficult for an agent to learn if only the extrinsic reward is available, but much easier if the agent can use intrinsic reward to learn a collection of skills, some of which are relevant to the overall task. Fig. 3C compares the performance of two agents in this task. Each starts out with no knowledge of task, but one employs the intrinsic reward mechanism we have discussed above. The extrinsic reward is always available, but only when the monkey cries out. The figure, which shows the average of 100 repetitions of the experiment, clearly shows the advantage of learning with intrinsic reward. Discussion One of the key aspects of the Playroom example was that intrinsic reward was generated only by unexpected salient events. But this is only one of the simplest possibilities and has many limitations. It cannot account for what makes many forms of exploration and manipulation "interesting." In the future, we intend to implement compu- tational analogs of other forms of intrinsic motivation as suggested in the psychological, statistical, and neuroscience literatures. Despite the "toy" nature of this domain, these results are among the most sophisticated we have seen involving intrinsically motivated learning. Moreover, they were achieved quite directly by combining a collection of existing RL algorithms for learning options and option-models with a simple notion of intrinsic reward. The idea of intrinsic motivation for artificial agents is certainly not new, but we hope to have shown that the elaboration of the formal RL framework in the direction we have pursued, together with the use of recently- developed hierarchical RL algorithms, provides a fruitful basis for developing competently autonomous agents. Acknowledgement Satinder Singh and Nuttapong Chentanez were funded by NSF grant CCF 0432027 and by a grant from DARPA's IPTO program. Andrew Barto was funded by NSF grant CCF 0432143 and by a grant from DARPA's IPTO program. Satinder Singh 0001, Andrew G. Barto, Nuttapong Chentanez |
NIPS | 1 |
| 2004 | Computing approximate bayes-nash equilibria in tree-games of incomplete informationabstractWe provide efficient algorithms for finding approximate Bayes-Nash equilibria (BNE) in graphical, specifically tree, games of incomplete information. In such games an agent's payoff depends on its private type as well as on the actions of the agents in its local neighborhood in the graph. We consider two classes of such games: (1) arbitrary tree-games with discrete types, and (2) tree-games with continuous types but with constraints on the effect of type on payoffs. For each class we present a message passing on the game-tree algorithm that computes an e-BNE in time polynomial in the number of agents and the approximation parameter 1\e. Satinder Singh 0001, Vishal Soni, Michael P. Wellman |
EC | 1 |
| 2004 | Predictive State Representations: A New Theory for Modeling Dynamical Systems
Satinder Singh 0001, Michael R. James 0001, Matthew R. Rudary |
UAI | 1 |
| 2003 | Learning Predictive State Representations
Satinder Singh 0001, Michael L. Littman, Nicholas K. Jong, David Pardoe, Peter Stone 0001 |
ICML | 1 |
| 2003 | An MDP-Based Approach to Online Mechanism DesignabstractOnline mechanism design (MD) considers the problem of provid- ing incentives to implement desired system-wide outcomes in sys- tems with self-interested agents that arrive and depart dynami- cally. Agents can choose to misrepresent their arrival and depar- ture times, in addition to information about their value for di(cid:11)erent outcomes. We consider the problem of maximizing the total long- term value of the system despite the self-interest of agents. The online MD problem induces a Markov Decision Process (MDP), which when solved can be used to implement optimal policies in a truth-revealing Bayesian-Nash equilibrium. David C. Parkes, Satinder Singh 0001 |
NIPS | 2 |
| 2003 | A Nonlinear Predictive State RepresentationabstractPredictive state representations (PSRs) use predictions of a set of tests to represent the state of controlled dynamical systems. One reason why this representation is exciting as an alternative to partially observable Markov decision processes (POMDPs) is that PSR models of dynamical systems may be much more compact than POMDP models. Empirical work on PSRs to date has focused on linear PSRs, which have not allowed for compression relative to POMDPs. We introduce a new notion of tests which allows us to define a new type of PSR that is nonlinear in general and allows for exponential compression in some deterministic dynami- cal systems. These new tests, called e-tests, are related to the tests used by Rivest and Schapire [1] in their work with the diversity representation, but our PSR avoids some of the pitfalls of their representation—in partic- ular, its potential to be exponentially larger than the equivalent POMDP. Matthew R. Rudary, Satinder Singh 0001 |
NIPS | 2 |
| 2002 | Optimizing Dialogue Management with Reinforcement Learning: Experiments with the NJFun SystemabstractDesigning the dialogue policy of a spoken dialogue system involves many nontrivial choices. This paper presents a reinforcement learning approach for automatically optimizing a dialogue policy, which addresses the technical challenges in applying reinforcement learning to a working dialogue system with human users. We report on the design, construction and empirical evaluation of NJFun, an experimental spoken dialogue system that provides users with access to information about fun things to do in New Jersey. Our results show that by optimizing its performance via reinforcement learning, NJFun measurably improves system performance. Satinder Singh 0001, Diane J. Litman, Michael Kearns, Marilyn A. Walker |
J. Artif. Intell. Res. | 1 |
| 2002 | Near-Optimal Reinforcement Learning in Polynomial Time
Michael Kearns, Satinder Singh 0001 |
Mach. Learn. | 2 |
| 2002 | Introduction
Satinder Singh 0001 |
Mach. Learn. | 1 |
| 2001 | Cobot: A Social Reinforcement Learning AgentabstractWe report on the use of reinforcement learning with Cobot, a software agent residing in the well-known online community LambdaMOO. Our initial work on Cobot (Isbell et al.2000) provided him with the ability to collect social statistics and report them to users. Here we describe an application of RL allowing Cobot to take proactive actions in this complex social environment, and adapt behavior from multiple sources of human reward. After 5 months of training, and 3171 reward and punishment events from 254 different LambdaMOO users, Cobot learned nontrivial preferences for a number of users, modifing his behavior based on his current state. Here we describe LambdaMOO and the state and action spaces of Cobot, and report the statistical results of the learning experiment. Charles L. Isbell Jr., Christian R. Shelton, Michael Kearns, Satinder Singh 0001, Peter Stone 0001 |
NIPS | 4 |
| 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 | 3 |
| 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 | 3 |
| 2001 | Graphical Models for Game Theory
Michael Kearns, Michael L. Littman, Satinder Singh 0001 |
UAI | 3 |
| 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. | 3 |
| 2000 | Automatic Optimization of Dialogue Management
Diane J. Litman, Michael Kearns, Satinder Singh 0001, Marilyn A. Walker |
COLING | 3 |
| 2000 | Bias-Variance Error Bounds for Temporal Difference Updates
Michael Kearns, Satinder Singh 0001 |
COLT | 2 |
| 2000 | A Boosting Approach to Topic Spotting on Subdialogues
Kary L. Myers, Michael Kearns, Satinder Singh 0001, Marilyn A. Walker |
ICML | 3 |
| 2000 | Eligibility Traces for Off-Policy Policy Evaluation
Doina Precup, Richard S. Sutton, Satinder Singh 0001 |
ICML | 3 |
| 2000 | Reinforcement Learning for 3 vs. 2 Keepaway
Peter Stone 0001, Richard S. Sutton, Satinder Singh 0001 |
RoboCup | 3 |
| 2000 | Fast Planning in Stochastic Games
Michael Kearns, Yishay Mansour, Satinder Singh 0001 |
UAI | 3 |
| 2000 | Nash Convergence of Gradient Dynamics in General-Sum Games
Satinder Singh 0001, Michael Kearns, Yishay Mansour |
UAI | 1 |
| 2000 | Convergence Results for Single-Step On-Policy Reinforcement-Learning Algorithms
Satinder Singh 0001, Tommi S. Jaakkola, Michael L. Littman, Csaba Szepesvári |
Mach. Learn. | 1 |
| 1999 | Reinforcement Learning for Spoken Dialogue Systems
Satinder Singh 0001, Michael Kearns, Diane J. Litman, Marilyn A. Walker |
NIPS | 1 |
| 1999 | Policy Gradient Methods for Reinforcement Learning with Function Approximation
Richard S. Sutton, David A. McAllester, Satinder Singh 0001, Yishay Mansour |
NIPS | 3 |
| 1999 | On the Complexity of Policy Iteration
Yishay Mansour, Satinder Singh 0001 |
UAI | 2 |
| 1999 | Approximate Planning for Factored POMDPs using Belief State Simplification
David A. McAllester, Satinder Singh 0001 |
UAI | 2 |
| 1999 | Between MDPs and Semi-MDPs: A Framework for Temporal Abstraction in Reinforcement Learning
Richard S. Sutton, Doina Precup, Satinder Singh 0001 |
Artif. Intell. | 3 |
| 1998 | Theoretical Results on Reinforcement Learning with Temporally Abstract Options
Doina Precup, Richard S. Sutton, Satinder Singh 0001 |
ECML | 3 |
| 1998 | Near-Optimal Reinforcement Learning in Polynominal Time
Michael Kearns, Satinder Singh 0001 |
ICML | 2 |
| 1998 | Using Eligibility Traces to Find the Best Memoryless Policy in Partially Observable Markov Decision Processes
John Loch, Satinder Singh 0001 |
ICML | 2 |
| 1998 | Intra-Option Learning about Temporally Abstract Actions
Richard S. Sutton, Doina Precup, Satinder Singh 0001 |
ICML | 3 |
| 1998 | Optimizing Admission Control while Ensuring Quality of Service in Multimedia Networks via Reinforcement Learning
Timothy X. Brown, Hui Tong, Satinder Singh 0001 |
NIPS | 3 |
| 1998 | Finite-Sample Convergence Rates for Q-Learning and Indirect Algorithms
Michael Kearns, Satinder Singh 0001 |
NIPS | 2 |
| 1998 | Improved Switching among Temporally Abstract Actions
Richard S. Sutton, Satinder Singh 0001, Doina Precup, Balaraman Ravindran |
NIPS | 2 |
| 1998 | Experimental Results on Learning Stochastic Memoryless Policies for Partially Observable Markov Decision Processes
John K. Williams, Satinder Singh 0001 |
NIPS | 2 |
| 1998 | Analytical Mean Squared Error Curves for Temporal Difference Learning
Satinder Singh 0001, Peter Dayan |
Mach. Learn. | 1 |
| 1997 | How to Dynamically Merge Markov Decision Processes
Satinder Singh 0001, David Cohn |
NIPS | 1 |
| 1996 | Learning Curve Bounds for a Markov Decision Process with Undiscounted RewardsabstractThe goal of learning in Markov decision processes is to find a policy that yields the maximum expected return over time.In problems with large state spaces, computing these averages directly is not feasible; instead, the agent must estimate them by stochastic exploration of the state space.Using methods from statistical mechanics, we study how the agent's performance depends on the allowed exploration time.In particular, for a simple control problem with undiscounted rewards, we compute a lower bound on the return of policies that appear optimal based on imperfect statistics.This is done in the thermodynamic limit:T ~co, N 4 cO, o = T/A' (finite), where T is the number of time steps allotted per policy evaluation and N is the size of the state space. Lawrence K. Saul, Satinder Singh 0001 |
COLT | 2 |
| 1996 | Predicting Lifetimes in Dynamically Allocated Memory
David A. Cohn, Satinder Singh 0001 |
NIPS | 2 |
| 1996 | Reinforcement Learning for Dynamic Channel Allocation in Cellular Telephone Systems
Satinder Singh 0001, Dimitri P. Bertsekas |
NIPS | 1 |
| 1996 | Analytical Mean Squared Error Curves in Temporal Difference Learning
Satinder Singh 0001, Peter Dayan |
NIPS | 1 |
| 1996 | Reinforcement Learning with Replacing Eligibility Traces
Satinder Singh 0001, Richard S. Sutton |
Mach. Learn. | 1 |
| 1995 | Markov Decision Processes in Large State SpacesabstractIn this paper we propose a new framework for studying Markov decision processes (MDPs), based on ideas from statistical mechanics. The goal of learning in MDPs is to find a policy that yields the maximum expected return over time. In choosing policies, agents must therefore weigh the prospects of short-term versus long-term gains. We study a simple MDP in which the agent must constantly decide between exploratory jumps and local reward mining in state space. The number of policies to choose from grows exponentially with the size of the state space, N . We view the expected returns as defining an energy landscape over policy space. Methods from statistical mechanics are used to analyze this landscape in the thermodynamic limit N ! 1. We calculate the overall distribution of expected returns, as well as the distribution of returns for policies at a fixed Hamming distance from the optimal one. We briefly discuss the problem of learning optimal policies from empirical estimates of the expe... Lawrence K. Saul, Satinder Singh 0001 |
COLT | 2 |
| 1995 | Improving Policies without Measuring Merits
Peter Dayan, Satinder Singh 0001 |
NIPS | 2 |
| 1995 | Learning to Act Using Real-Time Dynamic Programming
Andrew G. Barto, Steven J. Bradtke, Satinder Singh 0001 |
Artif. Intell. | 3 |
| 1994 | Reinforcement Learning Algorithms for Average-Payoff Markovian Decision Processes
Satinder Singh 0001 |
AAAI | 1 |
| 1994 | Learning Without State-Estimation in Partially Observable Markovian Decision Processes
Satinder Singh 0001, Tommi S. Jaakkola, Michael I. Jordan |
ICML | 1 |
| 1994 | Reinforcement Learning Algorithm for Partially Observable Markov Decision ProblemsabstractIncreasing attention has been paid to reinforcement learning algo(cid:173) rithms in recent years, partly due to successes in the theoretical analysis of their behavior in Markov environments. If the Markov assumption is removed, however, neither generally the algorithms nor the analyses continue to be usable. We propose and analyze a new learning algorithm to solve a certain class of non-Markov decision problems. Our algorithm applies to problems in which the environment is Markov, but the learner has restricted access to state information. The algorithm involves a Monte-Carlo pol(cid:173) icy evaluation combined with a policy improvement method that is similar to that of Markov decision problems and is guaranteed to converge to a local maximum. The algorithm operates in the space of stochastic policies, a space which can yield a policy that per(cid:173) forms considerably better than any deterministic policy. Although the space of stochastic policies is continuous-even for a discrete action space-our algorithm is computationally tractable. 346 Tommi Jaakkola, Satinder P. Singh, Michaell. Jordan Tommi S. Jaakkola, Satinder Singh 0001, Michael I. Jordan |
NIPS | 2 |
| 1994 | Reinforcement Learning with Soft State AggregationabstractIt is widely accepted that the use of more compact representations than lookup tables is crucial to scaling reinforcement learning (RL) algorithms to real-world problems. Unfortunately almost all of the theory of reinforcement learning assumes lookup table representa(cid:173) tions. In this paper we address the pressing issue of combining function approximation and RL, and present 1) a function approx(cid:173) imator based on a simple extension to state aggregation (a com(cid:173) monly used form of compact representation), namely soft state aggregation, 2) a theory of convergence for RL with arbitrary, but fixed, soft state aggregation, 3) a novel intuitive understanding of the effect of state aggregation on online RL, and 4) a new heuristic adaptive state aggregation algorithm that finds improved compact representations by exploiting the non-discrete nature of soft state aggregation. Preliminary empirical results are also presented. Satinder Singh 0001, Tommi S. Jaakkola, Michael I. Jordan |
NIPS | 1 |
| 1994 | An Upper Bound on the Loss from Approximate Optimal-Value Functions
Satinder Singh 0001, Richard C. Yee |
Mach. Learn. | 1 |
| 1994 | On the Convergence of Stochastic Iterative Dynamic Programming AlgorithmsabstractRecent developments in the area of reinforcement learning have yielded a number of new algorithms for the prediction and control of Markovian environments. These algorithms, including the TD(λ) algorithm of Sutton (1988) and the Q-learning algorithm of Watkins (1989), can be motivated heuristically as approximations to dynamic programming (DP). In this paper we provide a rigorous proof of convergence of these DP-based learning algorithms by relating them to the powerful techniques of stochastic approximation theory via a new convergence theorem. The theorem establishes a general class of convergent algorithms to which both TD(λ) and Q-learning belong. Tommi S. Jaakkola, Michael I. Jordan, Satinder Singh 0001 |
Neural Comput. | 3 |
| 1993 | Convergence of Stochastic Iterative Dynamic Programming Algorithms
Tommi S. Jaakkola, Michael I. Jordan, Satinder Singh 0001 |
NIPS | 3 |
| 1993 | Robust Reinforcement Learning in Motion Planning
Satinder Singh 0001, Andrew G. Barto, Roderic A. Grupen, Christopher I. Connolly |
NIPS | 1 |
| 1992 | Reinforcement Learning with a Hierarchy of Abstract Models
Satinder Singh 0001 |
AAAI | 1 |
| 1992 | Scaling Reinforcement Learning Algorithms by Learning Variable Temporal Resolution Models
Satinder Singh 0001 |
ML | 1 |
| 1992 | Transfer of Learning by Composing Solutions of Elemental Sequential Tasks
Satinder Singh 0001 |
Mach. Learn. | 1 |
| 1991 | Transfer of Learning Across Compositions of Sequentail Tasks
Satinder Singh 0001 |
ML | 1 |
| 1991 | A Cortico-Cerebellar Model that Learns to Generate Distributed Motor Commands to Control a Kinematic Arm
N. E. Berthier, Satinder Singh 0001, Andrew G. Barto, James C. Houk |
NIPS | 2 |
| 1991 | The Efficient Learning of Multiple Task Sequences
Satinder Singh 0001 |
NIPS | 1 |