scispace - formally typeset
Search or ask a question
Book

Reinforcement Learning: An Introduction

TL;DR: This book provides a clear and simple account of the key ideas and algorithms of reinforcement learning, which ranges from the history of the field's intellectual foundations to the most recent developments and applications.
Abstract: Reinforcement learning, one of the most active research areas in artificial intelligence, is a computational approach to learning whereby an agent tries to maximize the total amount of reward it receives when interacting with a complex, uncertain environment. In Reinforcement Learning, Richard Sutton and Andrew Barto provide a clear and simple account of the key ideas and algorithms of reinforcement learning. Their discussion ranges from the history of the field's intellectual foundations to the most recent developments and applications. The only necessary mathematical background is familiarity with elementary concepts of probability. The book is divided into three parts. Part I defines the reinforcement learning problem in terms of Markov decision processes. Part II provides basic solution methods: dynamic programming, Monte Carlo methods, and temporal-difference learning. Part III presents a unified view of the solution methods and incorporates artificial neural networks, eligibility traces, and planning; the two final chapters present case studies and consider the future of reinforcement learning.

Content maybe subject to copyright    Report

Citations
More filters
Book
18 Nov 2016
TL;DR: Deep learning as mentioned in this paper is a form of machine learning that enables computers to learn from experience and understand the world in terms of a hierarchy of concepts, and it is used in many applications such as natural language processing, speech recognition, computer vision, online recommendation systems, bioinformatics, and videogames.
Abstract: Deep learning is a form of machine learning that enables computers to learn from experience and understand the world in terms of a hierarchy of concepts. Because the computer gathers knowledge from experience, there is no need for a human computer operator to formally specify all the knowledge that the computer needs. The hierarchy of concepts allows the computer to learn complicated concepts by building them out of simpler ones; a graph of these hierarchies would be many layers deep. This book introduces a broad range of topics in deep learning. The text offers mathematical and conceptual background, covering relevant concepts in linear algebra, probability theory and information theory, numerical computation, and machine learning. It describes deep learning techniques used by practitioners in industry, including deep feedforward networks, regularization, optimization algorithms, convolutional networks, sequence modeling, and practical methodology; and it surveys such applications as natural language processing, speech recognition, computer vision, online recommendation systems, bioinformatics, and videogames. Finally, the book offers research perspectives, covering such theoretical topics as linear factor models, autoencoders, representation learning, structured probabilistic models, Monte Carlo methods, the partition function, approximate inference, and deep generative models. Deep Learning can be used by undergraduate or graduate students planning careers in either industry or research, and by software engineers who want to begin using deep learning in their products or platforms. A website offers supplementary material for both readers and instructors.

38,208 citations

Journal ArticleDOI
26 Feb 2015-Nature
TL;DR: This work bridges the divide between high-dimensional sensory inputs and actions, resulting in the first artificial agent that is capable of learning to excel at a diverse array of challenging tasks.
Abstract: The theory of reinforcement learning provides a normative account, deeply rooted in psychological and neuroscientific perspectives on animal behaviour, of how agents may optimize their control of an environment. To use reinforcement learning successfully in situations approaching real-world complexity, however, agents are confronted with a difficult task: they must derive efficient representations of the environment from high-dimensional sensory inputs, and use these to generalize past experience to new situations. Remarkably, humans and other animals seem to solve this problem through a harmonious combination of reinforcement learning and hierarchical sensory processing systems, the former evidenced by a wealth of neural data revealing notable parallels between the phasic signals emitted by dopaminergic neurons and temporal difference reinforcement learning algorithms. While reinforcement learning agents have achieved some successes in a variety of domains, their applicability has previously been limited to domains in which useful features can be handcrafted, or to domains with fully observed, low-dimensional state spaces. Here we use recent advances in training deep neural networks to develop a novel artificial agent, termed a deep Q-network, that can learn successful policies directly from high-dimensional sensory inputs using end-to-end reinforcement learning. We tested this agent on the challenging domain of classic Atari 2600 games. We demonstrate that the deep Q-network agent, receiving only the pixels and the game score as inputs, was able to surpass the performance of all previous algorithms and achieve a level comparable to that of a professional human games tester across a set of 49 games, using the same algorithm, network architecture and hyperparameters. This work bridges the divide between high-dimensional sensory inputs and actions, resulting in the first artificial agent that is capable of learning to excel at a diverse array of challenging tasks.

23,074 citations

Journal ArticleDOI
TL;DR: This historical survey compactly summarizes relevant work, much of it from the previous millennium, review deep supervised learning, unsupervised learning, reinforcement learning & evolutionary computation, and indirect search for short programs encoding deep and large networks.

14,635 citations


Cites background from "Reinforcement Learning: An Introduc..."

  • ...Such NNs learn to perceive/encode/predict/ classify patterns or pattern sequences, but they do not learn to act in the more general sense of Reinforcement Learning (RL) in unknown environments (see surveys, e.g., Kaelbling et al., 1996; Sutton & Barto, 1998; Wiering & van Otterlo, 2012)....

    [...]

  • ...The latter is often explained in a probabilistic framework (e.g., Sutton & Barto, 1998), but its basic idea can already be conveyed in a deterministic setting....

    [...]

  • ...Such NNs learn to perceive / encode / predict / classify patterns or pattern sequences, but they do not learn to act in the more general sense of Reinforcement Learning (RL) in unknown environments (e.g., Kaelbling et al., 1996; Sutton and Barto, 1998)....

    [...]

  • ...Many variants of traditional RL exist (e.g., Barto et al., 1983; Watkins, 1989; Watkins and Dayan, 1992; Moore and Atkeson, 1993; Schwartz, 1993; Baird, 1994; Rummery and Niranjan, 1994; Singh, 1994; Baird, 1995; Kaelbling et al., 1995; Peng and Williams, 1996; Mahadevan, 1996; Tsitsiklis and van Roy, 1996; Bradtke et al., 1996; Santamarı́a et al., 1997; Prokhorov and Wunsch, 1997; Sutton and Barto, 1998; Wiering and Schmidhuber, 1998b; Baird and Moore, 1999; Meuleau et al., 1999; Morimoto and Doya, 2000; Bertsekas, 2001; Brafman and Tennenholtz, 2002; Abounadi et al., 2002; Lagoudakis and Parr, 2003; Sutton et al., 2008; Maei and Sutton, 2010)....

    [...]

  • ...This assumption does not hold in the broader fields of Sequential Decision Making and Reinforcement Learning (RL) (Kaelbling et al., 1996; Sutton and Barto, 1998; Hutter, 2005) (Sec....

    [...]

Journal ArticleDOI
28 Jan 2016-Nature
TL;DR: Using this search algorithm, the program AlphaGo achieved a 99.8% winning rate against other Go programs, and defeated the human European Go champion by 5 games to 0.5, the first time that a computer program has defeated a human professional player in the full-sized game of Go.
Abstract: The game of Go has long been viewed as the most challenging of classic games for artificial intelligence owing to its enormous search space and the difficulty of evaluating board positions and moves. Here we introduce a new approach to computer Go that uses ‘value networks’ to evaluate board positions and ‘policy networks’ to select moves. These deep neural networks are trained by a novel combination of supervised learning from human expert games, and reinforcement learning from games of self-play. Without any lookahead search, the neural networks play Go at the level of stateof-the-art Monte Carlo tree search programs that simulate thousands of random games of self-play. We also introduce a new search algorithm that combines Monte Carlo simulation with value and policy networks. Using this search algorithm, our program AlphaGo achieved a 99.8% winning rate against other Go programs, and defeated the human European Go champion by 5 games to 0. This is the first time that a computer program has defeated a human professional player in the full-sized game of Go, a feat previously thought to be at least a decade away.

14,377 citations

Christopher M. Bishop1
01 Jan 2006
TL;DR: Probability distributions of linear models for regression and classification are given in this article, along with a discussion of combining models and combining models in the context of machine learning and classification.
Abstract: Probability Distributions.- Linear Models for Regression.- Linear Models for Classification.- Neural Networks.- Kernel Methods.- Sparse Kernel Machines.- Graphical Models.- Mixture Models and EM.- Approximate Inference.- Sampling Methods.- Continuous Latent Variables.- Sequential Data.- Combining Models.

10,141 citations

References
More filters
Book
01 Jan 1973
TL;DR: In this article, a unified, comprehensive and up-to-date treatment of both statistical and descriptive methods for pattern recognition is provided, including Bayesian decision theory, supervised and unsupervised learning, nonparametric techniques, discriminant analysis, clustering, preprosessing of pictorial data, spatial filtering, shape description techniques, perspective transformations, projective invariants, linguistic procedures, and artificial intelligence techniques for scene analysis.
Abstract: Provides a unified, comprehensive and up-to-date treatment of both statistical and descriptive methods for pattern recognition. The topics treated include Bayesian decision theory, supervised and unsupervised learning, nonparametric techniques, discriminant analysis, clustering, preprosessing of pictorial data, spatial filtering, shape description techniques, perspective transformations, projective invariants, linguistic procedures, and artificial intelligence techniques for scene analysis.

13,647 citations

Book
03 Jan 1986
TL;DR: In this paper, the problem of the generalized delta rule is discussed and the Generalized Delta Rule is applied to the simulation results of simulation results in terms of the generalized delta rule.
Abstract: This chapter contains sections titled: The Problem, The Generalized Delta Rule, Simulation Results, Some Further Generalizations, Conclusion

13,579 citations

Book
John R. Koza1
01 Jan 1992
TL;DR: This book discusses the evolution of architecture, primitive functions, terminals, sufficiency, and closure, and the role of representation and the lens effect in genetic programming.
Abstract: Background on genetic algorithms, LISP, and genetic programming hierarchical problem-solving introduction to automatically-defined functions - the two-boxes problem problems that straddle the breakeven point for computational effort Boolean parity functions determining the architecture of the program the lawnmower problem the bumblebee problem the increasing benefits of ADFs as problems are scaled up finding an impulse response function artificial ant on the San Mateo trail obstacle-avoiding robot the minesweeper problem automatic discovery of detectors for letter recognition flushes and four-of-a-kinds in a pinochle deck introduction to biochemistry and molecular biology prediction of transmembrane domains in proteins prediction of omega loops in proteins lookahead version of the transmembrane problem evolutionary selection of the architecture of the program evolution of primitives and sufficiency evolutionary selection of terminals evolution of closure simultaneous evolution of architecture, primitive functions, terminals, sufficiency, and closure the role of representation and the lens effect Appendices: list of special symbols list of special functions list of type fonts default parameters computer implementation annotated bibliography of genetic programming electronic mailing list and public repository

13,487 citations

Book ChapterDOI
TL;DR: The chapter discusses two important directions of research to improve learning algorithms: the dynamic node generation, which is used by the cascade correlation algorithm; and designing learning algorithms where the choice of parameters is not an issue.
Abstract: Publisher Summary This chapter provides an account of different neural network architectures for pattern recognition. A neural network consists of several simple processing elements called neurons. Each neuron is connected to some other neurons and possibly to the input nodes. Neural networks provide a simple computing paradigm to perform complex recognition tasks in real time. The chapter categorizes neural networks into three types: single-layer networks, multilayer feedforward networks, and feedback networks. It discusses the gradient descent and the relaxation method as the two underlying mathematical themes for deriving learning algorithms. A lot of research activity is centered on learning algorithms because of their fundamental importance in neural networks. The chapter discusses two important directions of research to improve learning algorithms: the dynamic node generation, which is used by the cascade correlation algorithm; and designing learning algorithms where the choice of parameters is not an issue. It closes with the discussion of performance and implementation issues.

13,033 citations


"Reinforcement Learning: An Introduc..." refers methods in this paper

  • ...Details of this and related algorithms are provided in many texts (e.g., Widrow and Stearns, 1985; Bishop, 1995; Duda and Hart, 1973)....

    [...]

Journal ArticleDOI
TL;DR: It is demonstrated that finite linear combinations of compositions of a fixed, univariate function and a set of affine functionals can uniformly approximate any continuous function ofn real variables with support in the unit hypercube.
Abstract: In this paper we demonstrate that finite linear combinations of compositions of a fixed, univariate function and a set of affine functionals can uniformly approximate any continuous function ofn real variables with support in the unit hypercube; only mild conditions are imposed on the univariate function. Our results settle an open question about representability in the class of single hidden layer neural networks. In particular, we show that arbitrary decision regions can be arbitrarily well approximated by continuous feedforward neural networks with only a single internal, hidden layer and any continuous sigmoidal nonlinearity. The paper discusses approximation properties of other possible types of nonlinearities that might be implemented by artificial neural networks.

12,286 citations


"Reinforcement Learning: An Introduc..." refers background in this paper

  • ...However an ANN with a single hidden layer having a large enough finite number of sigmoid units can approximate any continuous function on a compact region of the network’s input space to any degree of accuracy (Cybenko, 1989)....

    [...]