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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.

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Citations
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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)....

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  • ...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....

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  • ...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)....

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  • ...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)....

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  • ...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....

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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
01 Jan 2004
TL;DR: Initial results from a computational study of intrinsically motivated learning aimed at allowing artificial agents to construct and extend hierarchies of reusable skills that are needed for competent autonomy are presented.
Abstract: Humans and other animals often engage in activities for their own sakes rather than as steps toward solving practical problems. Psychologists call these intrinsically motivated behaviors. What we learn during intrinsically motivated behavior is essential for our development as competent autonomous entities 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 learning aimed at allowing artificial agents to construct and extend hierarchies of reusable skills that are needed for competent autonomy. At the core of the model are recent theoretical and algorithmic advances in computational reinforcement learning, specifically, new concepts related to skills and new learning algorithms for learning with skill hierarchies.

407 citations

Book ChapterDOI
01 Jan 1994
TL;DR: A new framework for learning without state-estimation in POMDPs is developed by including stochastic policies in the search space, and by defining the value or utility of a distribution over states.
Abstract: Reinforcement learning (RL) algorithms provide a sound theoretical basis for building learning control architectures for embedded agents. Unfortunately all of the theory and much of the practice (see Barto et al ., 1983, for an exception) of RL is limited to Markovian decision processes (MDPs). Many real-world decision tasks, however, are inherently non-Markovian, i.e., the state of the environment is only incompletely known to the learning agent. In this paper we consider only partially observable MDPs (POMDPs), a useful class of non-Markovian decision processes. Most previous approaches to such problems have combined computationally expensive state-estimation techniques with learning control. This paper investigates learning in POMDPs without resorting to any form of state estimation. We present results about what TD(0) and Q-learning will do when applied to POMDPs. It is shown that the conventional discounted RL framework is inadequate to deal with POMDPs. Finally we develop a new framework for learning without state-estimation in POMDPs by including stochastic policies in the search space, and by defining the value or utility of a distribution over states.

406 citations

Proceedings Article
01 Jan 1994
TL;DR: This work proposes and analyze a new learning algorithm to solve a certain class of non-Markov decision problems and operates in the space of stochastic policies, a space which can yield a policy that performs considerably better than any deterministic policy.
Abstract: Increasing attention has been paid to reinforcement learning algorithms 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 policy 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 performs 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.

404 citations


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

  • ...Interval estimation methods are due to Lai (1987) and Kaelbling (1993). Bellman (1956) was the first to show how dynamic programming could be used to compute the optimal balance between exploration and exploitation within a Bayesian formulation of the problem. The survey by Kumar (1985) provides a good discussion of Bayesian and nonBayesian approaches to these problems. The term information state comes from the literature on partially observable MDPs, see, e.g., Lovejoy (1991). The Gittins index approach is due to Gittins and Jones (1974)....

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  • ...Interval estimation methods are due to Lai (1987) and Kaelbling (1993). Bellman (1956) was the first to show how dynamic programming could be used to compute the optimal balance between exploration and exploitation within a Bayesian formulation of the problem. The survey by Kumar (1985) provides a good discussion of Bayesian and nonBayesian approaches to these problems....

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  • ...Interval estimation methods are due to Lai (1987) and Kaelbling (1993). Bellman (1956) was the first to show how dynamic programming could be used to compute the optimal balance between exploration and exploitation within a Bayesian formulation of the problem....

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Journal ArticleDOI
TL;DR: In this article, the authors consider variance reduction methods that were developed for Monte Carlo estimates of integrals and study two commonly used policy gradient techniques, the baseline and actor-critic methods, from this perspective.
Abstract: Policy gradient methods for reinforcement learning avoid some of the undesirable properties of the value function approaches, such as policy degradation (Baxter and Bartlett, 2001). However, the variance of the performance gradient estimates obtained from the simulation is sometimes excessive. In this paper, we consider variance reduction methods that were developed for Monte Carlo estimates of integrals. We study two commonly used policy gradient techniques, the baseline and actor-critic methods, from this perspective. Both can be interpreted as additive control variate variance reduction methods. We consider the expected average reward performance measure, and we focus on the GPOMDP algorithm for estimating performance gradients in partially observable Markov decision processes controlled by stochastic reactive policies. We give bounds for the estimation error of the gradient estimates for both baseline and actor-critic algorithms, in terms of the sample size and mixing properties of the controlled system. For the baseline technique, we compute the optimal baseline, and show that the popular approach of using the average reward to define the baseline can be suboptimal. For actor-critic algorithms, we show that using the true value function as the critic can be suboptimal. We also discuss algorithms for estimating the optimal baseline and approximate value function.

399 citations

Journal ArticleDOI
TL;DR: This paper presents a detailed study of average reward reinforcement learning, an undiscounted optimality framework that is more appropriate for cyclical tasks than the much better studied discounted framework, and a detailed sensitivity analysis of R-learning is carried out to test its dependence on learning rates and exploration levels.
Abstract: This paper presents a detailed study of average reward reinforcement learning, an undiscounted optimality framework that is more appropriate for cyclical tasks than the much better studied discounted framework. A wide spectrum of average reward algorithms are described, ranging from synchronous dynamic programming methods to several (provably convergent) asynchronous algorithms from optimal control and learning automata. A general sensitive discount optimality metric called n-discount-optimality is introduced, and used to compare the various algorithms. The overview identifies a key similarity across several asynchronous algorithms that is crucial to their convergence, namely independent estimation of the average reward and the relative values. The overview also uncovers a surprising limitation shared by the different algorithms: while several algorithms can provably generate gain-optimal policies that maximize average reward, none of them can reliably filter these to produce bias-optimal (or T-optimal) policies that also maximize the finite reward to absorbing goal states. This paper also presents a detailed empirical study of R-learning, an average reward reinforcement learning method, using two empirical testbeds: a stochastic grid world domain and a simulated robot environment. A detailed sensitivity analysis of R-learning is carried out to test its dependence on learning rates and exploration levels. The results suggest that R-learning is quite sensitive to exploration strategies, and can fall into sub-optimal limit cycles. The performance of R-learning is also compared with that of Q-learning, the best studied discounted RL method. Here, the results suggest that R-learning can be fine-tuned to give better performance than Q-learning in both domains.

397 citations


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

  • ..., Puterman, 1994) and from the point of view of reinforcement learning (Mahadevan, 1996; Tadepalli and Ok, 1994; Bertsekas and Tsitiklis, 1996; Tsitsiklis and Van Roy, 1999)....

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