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István Szita

dblp:51/6034 · also Istvan Szita · DBLP profile ↗
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14ranked-venue papers
12as first author
0since 2021 · last 2010
—ORCID · none

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

Artificial intelligence and machine learning · 14 · 12 first-authorGraphics, computer vision, multimedia, augmented reality and games · 1 · 1 first-author

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

Artificial intelligence
4 papers
Reinforcement learning · 100%

Topics — the 7 heaviest of 7, each with the papers that count most for it

TopicWeightPapersLastEvidence papers
Machine learning › Reinforcement learning
model-based reinforcement learning
0.222010
Model-based reinforcement learning with nearly tight exploration complexity bounds · ICML 2010
The many faces of optimism: a unifying approach · ICML 2008
Machine learning › Reinforcement learning › exploration
exploration-exploitation tradeoff
0.222009
Optimistic initialization and greediness lead to polynomial time learning in factored MDPs · ICML 2009
The many faces of optimism: a unifying approach · ICML 2008
Machine learning › Reinforcement learning › markov decision process
factored markov decision process
0.112009
Optimistic initialization and greediness lead to polynomial time learning in factored MDPs · ICML 2009
Machine learning › Reinforcement learning › exploration › optimistic exploration
optimistic initialization
0.112009
Optimistic initialization and greediness lead to polynomial time learning in factored MDPs · ICML 2009
Machine learning › Reinforcement learning › policy learning
near-optimal policy learning
0.112008
The many faces of optimism: a unifying approach · ICML 2008
Machine learning › Reinforcement learning › exploration
optimistic exploration
0.112008
The many faces of optimism: a unifying approach · ICML 2008
Machine learning › Reinforcement learning
markov decision process
0.012002
MDPs: Learning in Varying Environments · J. Mach. Learn. Res. 2002

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

greedy policy · 0.1approximate value iteration · 0.1optimism in the face of uncertainty · 0.1model building · 0.1
YearPublicationVenuePosition
2010 Model-based reinforcement learning with nearly tight exploration complexity bounds
István Szita, Csaba Szepesvári
ICML1
2009 Optimistic initialization and greediness lead to polynomial time learning in factored MDPs
abstract
In this paper we propose an algorithm for polynomial-time reinforcement learning in factored Markov decision processes (FMDPs). The factored optimistic initial model (FOIM) algorithm, maintains an empirical model of the FMDP in a conventional way, and always follows a greedy policy with respect to its model. The only trick of the algorithm is that the model is initialized optimistically. We prove that with suitable initialization (i) FOIM converges to the fixed point of approximate value iteration (AVI); (ii) the number of steps when the agent makes non-near-optimal decisions (with respect to the solution of AVI) is polynomial in all relevant quantities; (iii) the per-step costs of the algorithm are also polynomial. To our best knowledge, FOIM is the first algorithm with these properties.
István Szita, András Lörincz
ICML1
2009 Exploring compact reinforcement-learning representations with linear regression
Thomas J. Walsh 0001, István Szita, Carlos Diuk, Michael L. Littman
UAI2
2009 Effective and Diverse Adaptive Game AI
abstract
Adaptive techniques tend to converge to a single optimum. For adaptive game AI, such convergence is often undesirable, as repetitive game AI is considered to be uninteresting for players. In this paper, we propose a method for automatically learning diverse but effective macros that can be used as components of adaptive game AI scripts. Macros are learned by a cross-entropy method (CEM). This is a selection-based optimization method that, in our experiments, maximizes an interestingness measure. We demonstrate the approach in a computer role-playing game (CRPG) simulation with two duelling wizards, one of which is controlled by an adaptive game AI technique called “dynamic scripting.” Our results show that the macros that we learned manage to increase both adaptivity and diversity of the scripts generated by dynamic scripting, while retaining playing strength.
István Szita, Marc J. V. Ponsen, Pieter Spronck
IEEE Trans. Comput. Intell. AI Games1
2008 The many faces of optimism: a unifying approach
abstract
The exploration-exploitation dilemma has been an intriguing and unsolved problem within the framework of reinforcement learning. "Optimism in the face of uncertainty" and model building play central roles in advanced exploration methods. Here, we integrate several concepts and obtain a fast and simple algorithm. We show that the proposed algorithm finds a near-optimal policy in polynomial time, and give experimental evidence that it is robust and efficient compared to its ascendants.
István Szita, András Lörincz
ICML1
2007 Learning to Play Using Low-Complexity Rule-Based Policies: Illustrations through Ms. Pac-Man
abstract
In this article we propose a method that can deal with certain combinatorial reinforcement learning tasks. We demonstrate the approach in the popular Ms. Pac-Man game. We define a set of high-level observation and action modules, from which rule-based policies are constructed automatically. In these policies, actions are temporally extended, and may work concurrently. The policy of the agent is encoded by a compact decision list. The components of the list are selected from a large pool of rules, which can be either hand-crafted or generated automatically. A suitable selection of rules is learnt by the cross-entropy method, a recent global optimization algorithm that fits our framework smoothly. Cross-entropy-optimized policies perform better than our hand-crafted policy, and reach the score of average human players. We argue that learning is successful mainly because (i) policies may apply concurrent actions and thus the policy space is sufficiently rich, (ii) the search is biased towards low-complexity policies and therefore, solutions with a compact description can be found quickly if they exist.
István Szita, András Lörincz
J. Artif. Intell. Res.1
2006 Reinforcement Learning with Echo State Networks
István Szita, Viktor Gyenes, András Lörincz
ICANN (1)1
2006 PIRANHA: Policy iteration for recurrent artificial neural networks with hidden activities
István Szita, András Lörincz
Neurocomputing1
2006 Learning Tetris Using the Noisy Cross-Entropy Method
abstract
The cross-entropy method is an efficient and general optimization algorithm. However, its applicability in reinforcement learning (RL) seems to be limited because it often converges to suboptimal policies. We apply noise for preventing early convergence of the cross-entropy method, using Tetris, a computer game, for demonstration. The resulting policy outperforms previous RL algorithms by almost two orders of magnitude.
István Szita, András Lörincz
Neural Comput.1
2004 Simple algorithm for recurrent neural networks that can learn sequence completion
abstract
We can memorize long sequences like melodies or poems and it is intriguing to develop efficient connectionist representations for this problem. Recurrent neural networks have been proved to offer a reasonable approach here. We start from a few axiomatic assumptions and provide a simple mathematical framework that encapsulates the problem. A gradient-descent based algorithm is derived in this framework. Demonstrations on a benchmark problem show the applicability of our approach.
István Szita, András Lörincz
IJCNN1
2004 An algorithm for finding reliably schedulable plans
abstract
For interacting agents in time-critical applications, learning whether a subtask can be scheduled reliably is an important issue. The identification of sub-problems of this nature may promote e.g., planning, scheduling and segmenting in Markov decision processes. We define a subtask to be schedulable if its execution time has a small variance. We present an algorithm for finding such subtasks.
Bálint Takács, István Szita, András Lörincz
IJCNN2
2004 Kalman Filter Control Embedded into the Reinforcement Learning Framework
abstract
There is a growing interest in using Kalman filter models in brain modeling. The question arises whether Kalman filter models can be used on-line not only for estimation but for control. The usual method of optimal control of Kalman filter makes use of off-line backward recursion, which is not satisfactory for this purpose. Here, it is shown that a slight modification of the linear-quadratic-gaussian Kalman filter model allows the on-line estimation of optimal control by using reinforcement learning and overcomes this difficulty. Moreover, the emerging learning rule for value estimation exhibits a Hebbian form, which is weighted by the error of the value estimation.
István Szita, András Lörincz
Neural Comput.1
2002 Reinforcement Learning Integrated with a Non-Markovian Controller
István Szita, Bálint Takács, András Lörincz
ECAI1
2002 MDPs: Learning in Varying Environments
István Szita, Bálint Takács, András Lörincz
J. Mach. Learn. Res.1