Ronald Parr

dblp:26/4670 · also Ronald E. Parr · DBLP profile ↗
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57ranked-venue papers
5as first author
6since 2021 · last 2025
—ORCID · none

Domains — the database's venue-derived domains; a paper can count in several

Artificial intelligence and machine learning · 56 · 5 first-author · 6 since 2021Graphics, computer vision, multimedia, augmented reality and games · 17 · 1 first-author · 1 since 2021Systems, architecture and hardware · 4Databases, data management, data science and information retrieval · 1

Expertise — from the expertise taxonomy: the topics of the expert's papers under the CCF categories. A weight counts papers with recency: 1 for a paper about the topic, 0.3 when the topic is its context, halved every five years.

Artificial intelligence
44 papers
Reinforcement learning · 53% Trustworthy machine learning · 19% Learning theory · 13%
Theoretical computer science
7 papers
Algorithmic game theory and mechanism design · 73% Mathematical optimization · 27%
Databases, data mining, and information retrieval
3 papers
Data mining · 64% Data integration and cleaning · 30% Query processing and optimization · 5%

Topics — the 30 heaviest of 94, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
value function approximation
1.6142021
Deep Radial-Basis Value Functions for Continuous Control · AAAI 2021
Linear Feature Encoding for Reinforcement Learning · NIPS 2016
Sample Complexity and Performance Bounds for Non-Parametric Approximate Linear Programming · AAAI 2013
Machine learning › Trustworthy machine learning
interpretability
1.422024
Position: Amazing Things Come From Having Many Good Models · ICML 2024
A Path to Simpler Models Starts With Noise · NeurIPS 2023
Machine learning › Trustworthy machine learning › interpretability
rashomon set
1.422024
Using Noise to Infer Aspects of Simplicity Without Learning · NeurIPS 2024
A Path to Simpler Models Starts With Noise · NeurIPS 2023
Machine learning › Reinforcement learning
value-based reinforcement learning
1.032021
Deep Radial-Basis Value Functions for Continuous Control · AAAI 2021
Revisiting the Softmax Bellman Operator: New Benefits and New Perspective · ICML 2019
Greedy Algorithms for Sparse Reinforcement Learning · ICML 2012
Machine learning › Reinforcement learning
temporal difference learning
0.922024
Mitigating Partial Observability in Sequential Decision Processes via the Lambda Discrepancy · NeurIPS 2024
Kernelized value function approximation for reinforcement learning · ICML 2009
Machine learning › Reinforcement learning
partially observable reinforcement learning
0.822024
Mitigating Partial Observability in Sequential Decision Processes via the Lambda Discrepancy · NeurIPS 2024
Reinforcement Learning Using Approximate Belief States · NIPS 1999
Machine learning › Trustworthy machine learning
fairness
0.812024
Position: Amazing Things Come From Having Many Good Models · ICML 2024
Machine learning › Representation and self-supervised learning › representation learning › latent representation learning
state representation learning
0.812024
Mitigating Partial Observability in Sequential Decision Processes via the Lambda Discrepancy · NeurIPS 2024
Machine learning › Learning theory
model selection
0.712023
A Path to Simpler Models Starts With Noise · NeurIPS 2023
Machine learning › Reinforcement learning
continuous control
0.512021
Deep Radial-Basis Value Functions for Continuous Control · AAAI 2021
Machine learning › Reinforcement learning
deep reinforcement learning
0.512021
Deep Radial-Basis Value Functions for Continuous Control · AAAI 2021
Machine learning › Learning theory
sample complexity
0.532016
Improving PAC Exploration Using the Median Of Means · NIPS 2016
Sample Complexity and Performance Bounds for Non-Parametric Approximate Linear Programming · AAAI 2013
PAC Optimal Exploration in Continuous Space Markov Decision Processes · AAAI 2013
Machine learning › Reinforcement learning
exploration
0.422016
Improving PAC Exploration Using the Median Of Means · NIPS 2016
PAC Optimal Exploration in Continuous Space Markov Decision Processes · AAAI 2013
Machine learning › Reinforcement learning › dynamic programming
approximate linear programming
0.432013
Sample Complexity and Performance Bounds for Non-Parametric Approximate Linear Programming · AAAI 2013
Non-Parametric Approximate Linear Programming for MDPs · AAAI 2011
Feature Selection Using Regularization in Approximate Linear Programs for Markov Decision Processes · ICML 2010
Machine learning › Reinforcement learning
markov decision process
0.452016
Improving PAC Exploration Using the Median Of Means · NIPS 2016
Point-Based Policy Iteration · AAAI 2007
Multiagent Planning with Factored MDPs · NIPS 2001
Machine learning › Reinforcement learning › dynamic programming
bellman operator
0.412019
Revisiting the Softmax Bellman Operator: New Benefits and New Perspective · ICML 2019
Machine learning › Reinforcement learning › deep reinforcement learning
deep q-learning
0.412019
Revisiting the Softmax Bellman Operator: New Benefits and New Perspective · ICML 2019
Machine learning › Reinforcement learning › value function estimation
overestimation bias
0.412019
Revisiting the Softmax Bellman Operator: New Benefits and New Perspective · ICML 2019
Machine learning › Learning theory › PAC learning
PAC bounds
0.322016
Improving PAC Exploration Using the Median Of Means · NIPS 2016
PAC Optimal Exploration in Continuous Space Markov Decision Processes · AAAI 2013
Machine learning › Reinforcement learning › exploration
exploration in markov decision processes
0.212016
Efficient PAC-Optimal Exploration in Concurrent, Continuous State MDPs with Delayed Updates · AAAI 2016
Machine learning › Representation and self-supervised learning › feature transformation
feature construction
0.212016
Linear Feature Encoding for Reinforcement Learning · NIPS 2016
Machine learning › Reinforcement learning › imitation learning
inverse reinforcement learning
0.212016
Distance Minimization for Reward Learning from Scored Trajectories · AAAI 2016
Machine learning › Learning theory › statistical estimation › robust statistics
median-of-means
0.212016
Improving PAC Exploration Using the Median Of Means · NIPS 2016
Machine learning › Reinforcement learning
reward learning
0.212016
Distance Minimization for Reward Learning from Scored Trajectories · AAAI 2016
Data mining
tabular data
0.212024
Position: Amazing Things Come From Having Many Good Models · ICML 2024
Data mining › predictive modeling
classification
0.212023
A Path to Simpler Models Starts With Noise · NeurIPS 2023
Data integration and cleaning › data quality
label noise
0.212023
A Path to Simpler Models Starts With Noise · NeurIPS 2023
Machine learning › Representation and self-supervised learning › representation learning › dimensionality reduction
feature selection
0.222010
Feature Selection Using Regularization in Approximate Linear Programs for Markov Decision Processes · ICML 2010
An analysis of linear models, linear value-function approximation, and feature selection for reinforcement learning · ICML 2008
Robotics › Robot navigation and mapping
SLAM
0.242005
Hierarchical Linear/Constant Time SLAM Using Particle Filters for Dense Maps · NIPS 2005
DP-SLAM 2.0 · ICRA 2004
Learning probabilistic motion models for mobile robots · ICML 2004
Computer vision › Image recognition and object detection
object discovery
0.212014
Unsupervised discovery of object classes with a mobile robot · ICRA 2014

Methods — techniques the papers use, named apart from their topics

rashomon ratio · 1.3pattern diversity · 1.3theoretical analysis · 0.8recurrent value networks · 0.8linear model · 0.8decision tree · 0.8TD(λ) · 0.8radial basis functions · 0.5deep q-network · 0.5contraction analysis · 0.4smoothness assumption · 0.3non-parametric value function approximation · 0.3l1 regularization · 0.2max-norm bounds · 0.2QPACE · 0.1warm-start · 0.1linear complementarity problem · 0.1homotopy path · 0.1
YearPublicationVenuePosition
2025 A Unifying View of Linear Function Approximation in Off-Policy RL Through Matrix Splitting and Preconditioning
abstract
In off-policy policy evaluation (OPE) tasks within reinforcement learning, Temporal Difference Learning(TD) and Fitted Q-Iteration (FQI) have traditionally been viewed as differing in the number of updates toward the target value function: TD makes one update, FQI makes an infinite number, and Partial Fitted Q-Iteration (PFQI) performs a finite number. We show that this view is not accurate, and provide a new mathematical perspective under linear value function approximation that unifies these methods as a single iterative method solving same linear system, but using different matrix splitting schemes and preconditioners. We show that increasing the number of updates under the same target value function, i.e., the target network technique, is a transition from using a constant preconditioner to using a data-feature adaptive preconditioner. This elucidates, for the first time, why TD convergence does not necessarily imply FQI convergence, and establishes tight convergence connections among TD, PFQI, and FQI. Our framework enables sharper theoretical results than previous work and characterization of the convergence conditions for each algorithm, without relying on assumptions about the features (e.g., linear independence). We also provide an encoder-decoder perspective to better understand TD’s convergence conditions, and prove, for the first time, that when a large learning rate doesn’t work, trying a smaller one may help(for batch TD). Our framework also leads to the discovery of new crucial conditions on features for convergence, and shows how common assumptions about features influence convergence, e.g., the assumption of linearly independent features can be dropped without compromising the convergence guarantees of stochastic TD in the on-policy setting. This paper is also the first to introduce matrix splitting into the convergence analysis of these algorithms.
Zechen Wu, Amy Greenwald, Ronald Parr
NeurIPS3
2024 Position: Amazing Things Come From Having Many Good Models
abstract
The *Rashomon Effect*, coined by Leo Breiman, describes the phenomenon that there exist many equally good predictive models for the same dataset. This phenomenon happens for many real datasets and when it does, it sparks both magic and consternation, but mostly magic. In light of the Rashomon Effect, this perspective piece proposes reshaping the way we think about machine learning, particularly for tabular data problems in the nondeterministic (noisy) setting. We address how the Rashomon Effect impacts (1) the existence of simple-yet-accurate models, (2) flexibility to address user preferences, such as fairness and monotonicity, without losing performance, (3) uncertainty in predictions, fairness, and explanations, (4) reliable variable importance, (5) algorithm choice, specifically, providing advanced knowledge of which algorithms might be suitable for a given problem, and (6) public policy. We also discuss a theory of when the Rashomon Effect occurs and why. Our goal is to illustrate how the Rashomon Effect can have a massive impact on the use of machine learning for complex problems in society.
Cynthia Rudin, Chudi Zhong, Lesia Semenova, Margo I. Seltzer, Ronald Parr, Jiachang Liu 0001, Srikar Katta, Jon Donnelly, Zachery Boner
ICML5
2024 Mitigating Partial Observability in Sequential Decision Processes via the Lambda Discrepancy
abstract
Reinforcement learning algorithms typically rely on the assumption that the environment dynamics and value function can be expressed in terms of a Markovian state representation. However, when state information is only partially observable, how can an agent learn such a state representation, and how can it detect when it has found one? We introduce a metric that can accomplish both objectives, without requiring access to---or knowledge of---an underlying, unobservable state space. Our metric, the λ-discrepancy, is the difference between two distinct temporal difference (TD) value estimates, each computed using TD(λ) with a different value of λ. Since TD(λ=0) makes an implicit Markov assumption and TD(λ=1) does not, a discrepancy between these estimates is a potential indicator of a non-Markovian state representation. Indeed, we prove that the λ-discrepancy is exactly zero for all Markov decision processes and almost always non-zero for a broad class of partially observable environments. We also demonstrate empirically that, once detected, minimizing the λ-discrepancy can help with learning a memory function to mitigate the corresponding partial observability. We then train a reinforcement learning agent that simultaneously constructs two recurrent value networks with different λ parameters and minimizes the difference between them as an auxiliary loss. The approach scales to challenging partially observable domains, where the resulting agent frequently performs significantly better (and never performs worse) than a baseline recurrent agent with only a single value network.
Cameron Allen, Aaron Kirtland, Ruo Yu Tao, Sam Lobel, Daniel Scott, Nicholas Petrocelli, Omer Gottesman, Ronald Parr, Michael L. Littman, George Dimitri Konidaris
NeurIPS8
2024 Using Noise to Infer Aspects of Simplicity Without Learning
abstract
Noise in data significantly influences decision-making in the data science process. In fact, it has been shown that noise in data generation processes leads practitioners to find simpler models. However, an open question still remains: what is the degree of model simplification we can expect under different noise levels? In this work, we address this question by investigating the relationship between the amount of noise and model simplicity across various hypothesis spaces, focusing on decision trees and linear models. We formally show that noise acts as an implicit regularizer for several different noise models. Furthermore, we prove that Rashomon sets (sets of near-optimal models) constructed with noisy data tend to contain simpler models than corresponding Rashomon sets with non-noisy data. Additionally, we show that noise expands the set of ``good'' features and consequently enlarges the set of models that use at least one good feature. Our work offers theoretical guarantees and practical insights for practitioners and policymakers on whether simple-yet-accurate machine learning models are likely to exist, based on knowledge of noise levels in the data generation process.
Zachery Boner, Lesia Semenova, Ronald Parr, Cynthia Rudin
NeurIPS4
2023 A Path to Simpler Models Starts With Noise
abstract
The Rashomon set is the set of models that perform approximately equally well on a given dataset, and the Rashomon ratio is the fraction of all models in a given hypothesis space that are in the Rashomon set. Rashomon ratios are often large for tabular datasets in criminal justice, healthcare, lending, education, and in other areas, which has practical implications about whether simpler models can attain the same level of accuracy as more complex models. An open question is why Rashomon ratios often tend to be large. In this work, we propose and study a mechanism of the data generation process, coupled with choices usually made by the analyst during the learning process, that determines the size of the Rashomon ratio. Specifically, we demonstrate that noisier datasets lead to larger Rashomon ratios through the way that practitioners train models. Additionally, we introduce a measure called pattern diversity, which captures the average difference in predictions between distinct classification patterns in the Rashomon set, and motivate why it tends to increase with label noise. Our results explain a key aspect of why simpler models often tend to perform as well as black box models on complex, noisier datasets.
Lesia Semenova, Ronald Parr, Cynthia Rudin
NeurIPS3
2021 Deep Radial-Basis Value Functions for Continuous Control
abstract
A core operation in reinforcement learning (RL) is finding an action that is optimal with respect to a learned value function. This operation is often challenging when the learned value function takes continuous actions as input. We introduce deep radial-basis value functions (RBVFs): value functions learned using a deep network with a radial-basis function (RBF) output layer. We show that the maximum action-value with respect to a deep RBVF can be approximated easily and accurately. Moreover, deep RBVFs can represent any true value function owing to their support for universal function approximation. We extend the standard DQN algorithm to continuous control by endowing the agent with a deep RBVF. We show that the resultant agent, called RBF-DQN, significantly outperforms value-function-only baselines, and is competitive with state-of-the-art actor-critic algorithms.
Kavosh Asadi, Neev Parikh, Ronald Parr, George Dimitri Konidaris, Michael L. Littman
AAAI3
2019 Revisiting the Softmax Bellman Operator: New Benefits and New Perspective
abstract
The impact of softmax on the value function itself in reinforcement learning (RL) is often viewed as problematic because it leads to sub-optimal value (or Q) functions and interferes with the contraction properties of the Bellman operator. Surprisingly, despite these concerns, and independent of its effect on exploration, the softmax Bellman operator when combined with Deep Q-learning, leads to Q-functions with superior policies in practice, even outperforming its double Q-learning counterpart. To better understand how and why this occurs, we revisit theoretical properties of the softmax Bellman operator, and prove that (i) it converges to the standard Bellman operator exponentially fast in the inverse temperature parameter, and (ii) the distance of its Q function from the optimal one can be bounded. These alone do not explain its superior performance, so we also show that the softmax operator can reduce the overestimation error, which may give some insight into why a sub-optimal operator leads to better performance in the presence of value function approximation. A comparison among different Bellman operators is then presented, showing the trade-offs when selecting them.
Zhao Song 0001, Ronald Parr, Lawrence Carin
ICML2
2016 Distance Minimization for Reward Learning from Scored Trajectories
abstract
Many planning methods rely on the use of an immediate reward function as a portable and succinct representation of desired behavior. Rewards are often inferred from demonstrated behavior that is assumed to be near-optimal. We examine a framework, Distance Minimization IRL (DM-IRL), for learning reward functions from scores an expert assigns to possibly suboptimal demonstrations. By changing the expert’s role from a demonstrator to a judge, DM-IRL relaxes some of the assumptions present in IRL, enabling learning from the scoring of arbitrary demonstration trajectories with unknown transition functions. DM-IRL complements existing IRL approaches by addressing different assumptions about the expert. We show that DM-IRL is robust to expert scoring error and prove that finding a policy that produces maximally informative trajectories for an expert to score is strongly NP-hard. Experimentally, we demonstrate that the reward function DM-IRL learns from an MDP with an unknown transition model can transfer to an agent with known characteristics in a novel environment, and we achieve successful learning with limited available training data.
Benjamin Burchfiel, Carlo Tomasi, Ronald Parr
AAAI3
2016 Efficient PAC-Optimal Exploration in Concurrent, Continuous State MDPs with Delayed Updates
abstract
We present a new, efficient PAC optimal exploration algorithm that is able to explore in multiple, continuous or discrete state MDPs simultaneously. Our algorithm does not assume that value function updates can be completed instantaneously, and maintains PAC guarantees in realtime environments. Not only do we extend the applicability of PAC optimal exploration algorithms to new, realistic settings, but even when instant value function updates are possible, our bounds present a significant improvement over previous single MDP exploration bounds, and a drastic improvement over previous concurrent PAC bounds. We also present TCE, a new, fine grained metric for the cost of exploration.
Jason Pazis, Ronald Parr
AAAI2
2016 Improving PAC Exploration Using the Median Of Means
abstract
We present the first application of the median of means in a PAC exploration algorithm for MDPs. Using the median of means allows us to significantly reduce the dependence of our bounds on the range of values that the value function can take, while introducing a dependence on the (potentially much smaller) variance of the Bellman operator. Additionally, our algorithm is the first algorithm with PAC bounds that can be applied to MDPs with unbounded rewards.
Jason Pazis, Ronald Parr, Jonathan P. How
NIPS2
2016 Linear Feature Encoding for Reinforcement Learning
abstract
Feature construction is of vital importance in reinforcement learning, as the quality of a value function or policy is largely determined by the corresponding features. The recent successes of deep reinforcement learning (RL) only increase the importance of understanding feature construction. Typical deep RL approaches use a linear output layer, which means that deep RL can be interpreted as a feature construction/encoding network followed by linear value function approximation. This paper develops and evaluates a theory of linear feature encoding. We extend theoretical results on feature quality for linear value function approximation from the uncontrolled case to the controlled case. We then develop a supervised linear feature encoding method that is motivated by insights from linear value function approximation theory, as well as empirical successes from deep RL. The resulting encoder is a surprisingly effective method for linear value function approximation using raw images as inputs.
Zhao Song 0001, Ronald Parr, Xuejun Liao, Lawrence Carin
NIPS2
2014 Unsupervised discovery of object classes with a mobile robot
abstract
Object detection and recognition are fundamental capabilities for a mobile robot. Objects are a powerful representation for a variety of tasks including mobile manipulation and inventory tracking. As a result, object-based world representations have seen a great deal of research interest in the last several years. However, these systems usually assume that object recognition is well-solved: they require that accurate recognition be available for every object they might encounter. Despite steady advances, object recognition remains a difficult, open problem. Existing object recognition algorithms rely on high-resolution three-dimensional object models or on extensive hand-labeled training data. The sheer variety of objects that occur in natural environments makes manually training a recognizer for every possible object infeasible. In this work, we present a robotic system for unsupervised object and class discovery, in which objects are first discovered, and then grouped into classes in an unsupervised fashion. At each step, we approach the problem as one of robotics, not disembodied computer vision. On a very large robotic dataset, we discover object classes with 98.7% precision while achieving 71.8% recall. The scale and quality of these results demonstrate the merit of our approach, and prove the practicality of long-term large-scale object discovery. To our knowledge, no other authors have investigated robotic object discovery at this scale, making direct quantitative comparison impossible. We make our implementation and ground-truth labelings available, and evaluate our technique on a very large dataset. As a result, this work is a baseline against which future work can be compared.
Julian Mason, Bhaskara Marthi, Ronald Parr
ICRA3
2013 PAC Optimal Exploration in Continuous Space Markov Decision Processes
abstract
Current exploration algorithms can be classified in two broad categories: Heuristic, and PAC optimal. While numerous researchers have used heuristic approaches such as epsilon-greedy exploration successfully, such approaches lack formal, finite sample guarantees and may need a significant amount of fine-tuning to produce good results. PAC optimal exploration algorithms, on the other hand, offer strong theoretical guarantees but are inapplicable in domains of realistic size. The goal of this paper is to bridge the gap between theory and practice, by introducing C-PACE, an algorithm which offers strong theoretical guarantees and can be applied to interesting, continuous space problems.
Jason Pazis, Ronald Parr
AAAI2
2013 Sample Complexity and Performance Bounds for Non-Parametric Approximate Linear Programming
abstract
One of the most difficult tasks in value function approximation for Markov Decision Processes is finding an approximation architecture that is expressive enough to capture the important structure in the value function, while at the same time not overfitting the training samples. Recent results in non-parametric approximate linear programming (NP-ALP), have demonstrated that this can be done effectively using nothing more than a smoothness assumption on the value function. In this paper we extend these results to the case where samples come from real world transitions instead of the full Bellman equation, adding robustness to noise. In addition, we provide the first max-norm, finite sample performance guarantees for any form of ALP. NP-ALP is amenable to problems with large (multidimensional) or even infinite (continuous) action spaces, and does not require a model to select actions using the resulting approximate solution.
Jason Pazis, Ronald Parr
AAAI2
2012 Computing Optimal Strategies to Commit to in Stochastic Games
abstract
Significant progress has been made recently in the following two lines of research in the intersection of AI and game theory: (1) the computation of optimal strategies to commit to (Stackelberg strategies), and (2) the computation of correlated equilibria of stochastic games. In this paper, we unite these two lines of research by studying the computation of Stackelberg strategies in stochastic games. We provide theoretical results on the value of being able to commit and the value of being able to correlate, as well as complexity results about computing Stackelberg strategies in stochastic games. We then modify the QPACE algorithm (MacDermed et al. 2011) to compute Stackelberg strategies, and provide experimental results.
Joshua Letchford, Liam MacDermed, Vincent Conitzer, Ronald Parr, Charles L. Isbell Jr.
AAAI4
2012 Greedy Algorithms for Sparse Reinforcement Learning
Christopher Painter-Wakefield, Ronald Parr
ICML2
2012 Object disappearance for object discovery
abstract
A useful capability for a mobile robot is the ability to recognize the objects in its environment that move and change (as distinct from background objects, which are largely stationary). This ability can improve the accuracy and reliability of localization and mapping, enhance the ability of the robot to interact with its environment, and facilitate applications such as inventory management and theft detection. Rather than viewing this task as a difficult application of object recognition methods from computer vision, this work is in line with a recent trend in the community towards unsupervised object discovery and tracking that exploits the fundamentally temporal nature of the data acquired by a robot. Unlike earlier approaches, which relied heavily upon computationally intensive techniques from mapping and computer vision, our approach combines visual features and RGB-D data in a simple and effective way to segment objects from robot sensory data. We then use a Dirichlet process to cluster and recognize objects. The performance of our approach is demonstrated in several test domains.
Julian Mason, Bhaskara Marthi, Ronald Parr
IROS3
2012 Value Function Approximation in Noisy Environments Using Locally Smoothed Regularized Approximate Linear Programs
Gavin Taylor, Ronald Parr
UAI2
2011 Non-Parametric Approximate Linear Programming for MDPs
abstract
The Approximate Linear Programming (ALP) approach to value function approximation for MDPs is a parametric value function approximation method, in that it represents the value function as a linear combination of features which are chosen a priori. Choosing these features can be a difficult challenge in itself. One recent effort, Regularized Approximate Linear Programming (RALP), uses L1 regularization to address this issue by combining a large initial set of features with a regularization penalty that favors a smooth value function with few non-zero weights. Rather than using smoothness as a backhanded way of addressing the feature selection problem, this paper starts with smoothness and develops a non-parametric approach to ALP that is consistent with the smoothness assumption. We show that this new approach has some favorable practical and analytical properties in comparison to (R)ALP.
Jason Pazis, Ronald Parr
AAAI2
2011 Generalized Value Functions for Large Action Sets
Jason Pazis, Ronald Parr
ICML2
2011 Textured occupancy grids for monocular localization without features
abstract
A textured occupancy grid map is an extremely versatile data structure. It can be used to render human readable views and for laser rangefinder localization algorithms. For camera-based localization, landmark or feature based maps tend to be favored in current research. This may be because of a tacit assumption that working with a textured occupancy grid with a camera would be impractical. We demonstrate that a textured occupancy grid can be combined with an extremely simple monocular localization algorithm to produce a viable localization solution. Our approach is simple, efficient, and produces localization results comparable to laser localization results. A consequence of this result is that a single map representation, the textured occupancy grid, can now be used for humans, robots with laser rangefinders, and robots with just a single camera.
Julian Mason, Susanna Ricco, Ronald Parr
ICRA3
2011 Security Games with Multiple Attacker Resources
abstract
Algorithms for finding game-theoretic solutions are now used in several real-world security applications. This work has generally assumed a Stackelberg model where the defender commits to a mixed strategy first. In general two-player normal-form games, Stackelberg strategies are easier to compute than Nash equilibria, though it has recently been shown that in many security games, Stackelberg strategies are also Nash strategies for the defender. However, the work on security games so far assumes that the attacker attacks only a single target. In this paper, we generalize to the case where the attacker attacks multiple targets simultaneously. Here, Stackelberg and Nash strategies for the defender can be truly different. We provide a polynomial-time algorithm for finding a Nash equilibrium. The algorithm gradually increases the number of defender resources and maintains an equilibrium throughout this process. Moreover, we prove that Nash equilibria in security games with multiple attackers satisfy the interchange property, which resolves the problem of equilibrium selection in such games. On the other hand, we show that Stackelberg strategies are actually NP-hard to compute in this context. Finally, we provide experimental results. 1
Dmytro Korzhyk, Vincent Conitzer, Ronald Parr
IJCAI3
2010 Complexity of Computing Optimal Stackelberg Strategies in Security Resource Allocation Games
abstract
Recently, algorithms for computing game-theoretic solutions have been deployed in real-world security applications, such as the placement of checkpoints and canine units at Los Angeles International Airport. These algorithms assume that the defender (security personnel) can commit to a mixed strategy, a so-called Stackelberg model. As pointed out by Kiekintveld et al. (2009), in these applications, generally, multiple resources need to be assigned to multiple targets, resulting in an exponential number of pure strategies for the defender. In this paper, we study how to compute optimal Stackelberg strategies in such games, showing that this can be done in polynomial time in some cases, and is NP-hard in others.
Dmytro Korzhyk, Vincent Conitzer, Ronald Parr
AAAI3
2010 Feature Selection Using Regularization in Approximate Linear Programs for Markov Decision Processes
Marek Petrik, Gavin Taylor, Ronald Parr, Shlomo Zilberstein
ICML3
2010 Linear Complementarity for Regularized Policy Evaluation and Improvement
abstract
Recent work in reinforcement learning has emphasized the power of L1 regularization to perform feature selection and prevent overfitting. We propose formulating the L1 regularized linear fixed point problem as a linear complementarity problem (LCP). This formulation offers several advantages over the LARS-inspired formulation, LARS-TD. The LCP formulation allows the use of efficient off-the-shelf solvers, leads to a new uniqueness result, and can be initialized with starting points from similar problems (warm starts). We demonstrate that warm starts, as well as the efficiency of LCP solvers, can speed up policy iteration. Moreover, warm starts permit a form of modified policy iteration that can be used to approximate a greedy" homotopy path, a generalization of the LARS-TD homotopy path that combines policy evaluation and optimization."
Jeffrey Johns, Christopher Painter-Wakefield, Ronald Parr
NIPS3
2009 Kernelized value function approximation for reinforcement learning
abstract
A recent surge in research in kernelized approaches to reinforcement learning has sought to bring the benefits of kernelized machine learning techniques to reinforcement learning. Kernelized reinforcement learning techniques are fairly new and different authors have approached the topic with different assumptions and goals. Neither a unifying view nor an understanding of the pros and cons of different approaches has yet emerged. In this paper, we offer a unifying view of the different approaches to kernelized value function approximation for reinforcement learning. We show that, except for different approaches to regularization, Kernelized LSTD (KLSTD) is equivalent to a modelbased approach that uses kernelized regression to find an approximate reward and transition model, and that Gaussian Process Temporal Difference learning (GPTD) returns a mean value function that is equivalent to these other approaches. We also discuss the relationship between our modelbased approach and the earlier Gaussian Processes in Reinforcement Learning (GPRL). Finally, we decompose the Bellman error into the sum of transition error and reward error terms, and demonstrate through experiments that this decomposition can be helpful in choosing regularization parameters.
Gavin Taylor, Ronald Parr
ICML2
2009 Multi-Step Multi-Sensor Hider-Seeker Games
Erik Halvorson, Vincent Conitzer, Ronald Parr
IJCAI3
2008 An analysis of linear models, linear value-function approximation, and feature selection for reinforcement learning
abstract
We show that linear value-function approximation is equivalent to a form of linear model approximation. We then derive a relationship between the model-approximation error and the Bellman error, and show how this relationship can guide feature selection for model improvement and/or value-function improvement. We also show how these results give insight into the behavior of existing feature-selection algorithms.
Ronald Parr, Lihong Li 0001, Gavin Taylor, Christopher Painter-Wakefield, Michael L. Littman
ICML1
2008 Planning Aims for a Network of Horizontal and Overhead Sensors
Erik Halvorson, Ronald Parr
WAFR2
2007 Point-Based Policy Iteration
Shihao Ji 0001, Ronald Parr, Hui Li 0068, Xuejun Liao, Lawrence Carin
AAAI2
2007 Analyzing feature generation for value-function approximation
abstract
We analyze a simple, Bellman-error-based approach to generating basis functions for value-function approximation. We show that it generates orthogonal basis functions that provably tighten approximation error bounds. We also illustrate the use of this approach in the presence of noise on some sample problems.
Ronald Parr, Christopher Painter-Wakefield, Lihong Li 0001, Michael L. Littman
ICML1
2006 Efficient Selection of Disambiguating Actions for Stereo Vision
Monika Schaeffer, Ronald Parr
UAI2
2005 Hierarchical Linear/Constant Time SLAM Using Particle Filters for Dense Maps
abstract
We present an improvement to the DP-SLAM algorithm for simultane- ous localization and mapping (SLAM) that maintains multiple hypothe- ses about densely populated maps (one full map per particle in a par- ticle filter) in time that is linear in all significant algorithm parameters and takes constant (amortized) time per iteration. This means that the asymptotic complexity of the algorithm is no greater than that of a pure localization algorithm using a single map and the same number of parti- cles. We also present a hierarchical extension of DP-SLAM that uses a two level particle filter which models drift in the particle filtering process itself. The hierarchical approach enables recovery from the inevitable drift that results from using a finite number of particles in a particle filter and permits the use of DP-SLAM in more challenging domains, while maintaining linear time asymptotic complexity.
Austin I. Eliazar, Ronald Parr
NIPS2
2004 Learning probabilistic motion models for mobile robots
abstract
Machine learning methods are often applied to the problem of learning a map from a robot's sensor data, but they are rarely applied to the problem of learning a robot's motion model. The motion model, which can be influenced by robot idiosyncrasies and terrain properties, is a crucial aspect of current algorithms for Simultaneous Localization and Mapping (SLAM). In this paper we concentrate on generating the correct motion model for a robot by applying EM methods in conjunction with a current SLAM algorithm. In contrast to previous calibration approaches, we not only estimate the mean of the motion, but also the interdependencies between motion terms, and the variances in these terms. This can be used to provide a more focused proposal distribution to a particle filter used in a SLAM algorithm, which can reduce the resources needed for localization while decreasing the chance of losing track of the robot's position. We validate this approach by recovering a good motion model despite initialization with a poor one. Further experiments validate the generality of the learned model in similar circumstances.
Austin I. Eliazar, Ronald Parr
ICML2
2004 DP-SLAM 2.0
abstract
Probabilistic approaches have proved very successful at addressing the basic problems of robot localization and mapping and they have shown great promise on the combined problem of simultaneous localization and mapping (SLAM). One approach to SLAM assumes relatively sparse, relatively unambiguous landmarks and builds a Kalman filter over landmark positions. Other approaches assume dense sensor data which individually are not very distinctive, such as those available from a laser range finder. In earlier work, we presented an algorithm called DP-SLAM, which provided a very accurate solution to the latter case by efficiently maintaining a joint distribution over robot maps and poses. The approach assumed an extremely accurate laser range finder and a deterministic environment. In this work we demonstrate an improved map representation and laser penetration model, an improvement in the asymptotic efficiency of the algorithm, and empirical results of loop closing on a high resolution map of a very challenging domain.
Austin I. Eliazar, Ronald Parr
ICRA2
2003 Reinforcement Learning as Classification: Leveraging Modern Classifiers
Michail G. Lagoudakis, Ronald Parr
ICML2
2003 DP-SLAM: Fast, Robust Simultaneous Localization and Mapping Without Predetermined Landmarks
Austin I. Eliazar, Ronald Parr
IJCAI2
2003 Approximate Policy Iteration using Large-Margin Classifiers
Michail G. Lagoudakis, Ronald Parr
IJCAI2
2003 Efficient Solution Algorithms for Factored MDPs
abstract
This paper addresses the problem of planning under uncertainty in large Markov Decision Processes (MDPs). Factored MDPs represent a complex state space using state variables and the transition model using a dynamic Bayesian network. This representation often allows an exponential reduction in the representation size of structured MDPs, but the complexity of exact solution algorithms for such MDPs can grow exponentially in the representation size. In this paper, we present two approximate solution algorithms that exploit structure in factored MDPs. Both use an approximate value function represented as a linear combination of basis functions, where each basis function involves only a small subset of the domain variables. A key contribution of this paper is that it shows how the basic operations of both algorithms can be performed efficiently in closed form, by exploiting both additive and context-specific structure in a factored MDP. A central element of our algorithms is a novel linear program decomposition technique, analogous to variable elimination in Bayesian networks, which reduces an exponentially large LP to a provably equivalent, polynomial-sized one. One algorithm uses approximate linear programming, and the second approximate dynamic programming. Our dynamic programming algorithm is novel in that it uses an approximation based on max-norm, a technique that more directly minimizes the terms that appear in error bounds for approximate MDP algorithms. We provide experimental results on problems with over 10^40 states, demonstrating a promising indication of the scalability of our approach, and compare our algorithm to an existing state-of-the-art approach, showing, in some problems, exponential gains in computation time.
Carlos Guestrin, Daphne Koller, Ronald Parr, Shobha Venkataraman
J. Artif. Intell. Res.3
2003 Least-Squares Policy Iteration
Michail G. Lagoudakis, Ronald Parr
J. Mach. Learn. Res.2
2002 Coordinated Reinforcement Learning
Carlos Guestrin, Michail G. Lagoudakis, Ronald Parr
ICML3
2002 Learning in Zero-Sum Team Markov Games Using Factored Value Functions
abstract
We present a new method for learning good strategies in zero-sum Markov games in which each side is composed of multiple agents col- laborating against an opposing team of agents. Our method requires full observability and communication during learning, but the learned poli- cies can be executed in a distributed manner. The value function is rep- resented as a factored linear architecture and its structure determines the necessary computational resources and communication bandwidth. This approach permits a tradeoff between simple representations with little or no communication between agents and complex, computationally inten- sive representations with extensive coordination between agents. Thus, we provide a principled means of using approximation to combat the exponential blowup in the joint action space of the participants. The ap- proach is demonstrated with an example that shows the efficiency gains over naive enumeration.
Michail G. Lagoudakis, Ronald Parr
NIPS2
2002 Value Function Approximation in Zero-Sum Markov Games
Michail G. Lagoudakis, Ronald Parr
UAI2
2002 XPathLearner: An On-line Self-Tuning Markov Histogram for XML Path Selectivity Estimation
Lipyeow Lim, Min Wang 0001, Sriram Padmanabhan, Jeffrey Scott Vitter, Ronald Parr
VLDB5
2001 Max-norm Projections for Factored MDPs
Carlos Guestrin, Daphne Koller, Ronald Parr
IJCAI3
2001 Multiagent Planning with Factored MDPs
abstract
We present a principled and efficient planning algorithm for cooperative multia- gent dynamic systems. A striking feature of our method is that the coordination and communication between the agents is not imposed, but derived directly from the system dynamics and function approximation architecture. We view the en- tire multiagent system as a single, large Markov decision process (MDP), which we assume can be represented in a factored way using a dynamic Bayesian net- work (DBN). The action space of the resulting MDP is the joint action space of the entire set of agents. Our approach is based on the use of factored linear value functions as an approximation to the joint value function. This factorization of the value function allows the agents to coordinate their actions at runtime using a natural message passing scheme. We provide a simple and efficient method for computing such an approximate value function by solving a single linear pro- gram, whose size is determined by the interaction between the value function structure and the DBN. We thereby avoid the exponential blowup in the state and action space. We show that our approach compares favorably with approaches based on reward sharing. We also show that our algorithm is an efficient alterna- tive to more complicated algorithms even in the single agent case.
Carlos Guestrin, Daphne Koller, Ronald Parr
NIPS3
2001 Model-Free Least-Squares Policy Iteration
abstract
We propose a new approach to reinforcement learning which combines least squares function approximation with policy iteration. Our method is model-free and completely off policy. We are motivated by the least squares temporal difference learning algorithm (LSTD), which is known for its efficient use of sample experiences compared to pure temporal difference algorithms. LSTD is ideal for prediction problems, however it heretofore has not had a straightforward application to control problems. Moreover, approximations learned by LSTD are strongly influenced by the visitation distribution over states. Our new algorithm, Least Squares Policy Iteration (LSPI) addresses these issues. The result is an off-policy method which can use (or reuse) data collected from any source. We have tested LSPI on several problems, including a bicycle simulator in which it learns to guide the bicycle to a goal efficiently by merely observing a relatively small number of completely random trials.
Michail G. Lagoudakis, Ronald Parr
NIPS2
2001 Inference in Hybrid Networks: Theoretical Limits and Practical Algorithms
Uri Lerner, Ronald Parr
UAI2
2000 Policy Iteration for Factored MDPs
Daphne Koller, Ronald Parr
UAI2
1999 Computing Factored Value Functions for Policies in Structured MDPs
Daphne Koller, Ronald Parr
IJCAI2
1999 Policy Search via Density Estimation
Andrew Y. Ng, Ronald Parr, Daphne Koller
NIPS2
1999 Reinforcement Learning Using Approximate Belief States
Andres C. Rodriguez, Ronald Parr, Daphne Koller
NIPS2
1998 Flexible Decomposition Algorithms for Weakly Coupled Markov Decision Problems
Ronald Parr
UAI1
1997 Generalized Prioritized Sweeping
David Andre, Nir Friedman, Ronald Parr
NIPS3
1997 Reinforcement Learning with Hierarchies of Machines
Ronald Parr, Stuart Russell 0001
NIPS1
1995 Approximating Optimal Policies for Partially Observable Stochastic Domains
Ronald Parr, Stuart Russell 0001
IJCAI1
1993 Provably Bounded Optimal Agents
Stuart Russell 0001, Devika Subramanian, Ronald Parr
IJCAI3