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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
Journal ArticleDOI
TL;DR: It is shown that, under certain conditions, the adaptive controller's actions eventually become optimal for the particular control task with which it is faced, in the sense that they maximize the expected reward obtained in the future.
Abstract: This paper describes an adaptive controller for discrete-time stochastic environments. The controller receives the environment's current state and a reward signal which indicates the desirability of that state. In response, it selects an appropriate control action and notes its effect. The cycle repeats indefinitely. The control environments to be tackled include the well-known n -armed bandit problem, and the adaptive controller comprises an ensemble of n -armed bandit controllers, suitably interconnected. The design of these constituent elements is not discussed. It is shown that, under certain conditions, the controller's actions eventually become optimal for the particular control task with which it is faced, in the sense that they maximize the expected reward obtained in the future.

199 citations


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

  • ...Methods that we now see as related to policy gradients were actually some of the earliest to be studied in reinforcement learning (Witten, 1977; Barto, Sutton, and Anderson, 1983; Sutton, 1984; Williams, 1987, 1992) and in predecessor fields (Phansalkar and Thathachar, 1995)....

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  • ...5–6 Actor–critic methods were among the earliest to be investigated in reinforcement learning (Witten, 1977; Barto, Sutton, and Anderson, 1983; Sutton, 1984)....

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Journal ArticleDOI
TL;DR: An associative memory system is presented which does not require a “teacher” to provide the desired associations and conducts a search for the output pattern which optimizes an external payoff or reinforcement signal.
Abstract: An associative memory system is presented which does not require a "teacher" to provide the desired associations. For each input key it conducts a search for the output pattern which optimizes an external payoff or reinforcement signal. The associative search network (ASN) combines pattern recognition and function optimization capabilities in a simple and effective way. We define the associative search problem, discuss conditions under which the associative search network is capable of solving it, and present results from computer simulations. The synthesis of sensory-motor control surfaces is discussed as an example of the associative search problem.

198 citations

20 Oct 1954
TL;DR: In this article, the authors consider the problem of determining an optimal test policy for the case where the outcome of one choice is known and the other is subject to a known a priori distribution.
Abstract: : THE PROBLEM OF DETERMINING AN OPTIMAL TESTING POLICY WHERE ONE SIMULTANEOUSLY GAINS AND LEARNS FOR THE CASE WHERE THE OUTCOME OF ONE CHOICE IS KNOWN AND THE OTHER IS SUBJECT TO A KNOWN A PRIORI DISTRIBUTION IS CONSIDERED. Results of Johnson and Karlin, P-328, are obtained in a different way and extended. The methods used are applicable to more general processes.

198 citations


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

  • ...What we call the Bellman equation for v∗ was first introduced by Richard Bellman (1957a), who called it the “basic functional equation....

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  • ...It suffers from what Bellman called “the curse of dimensionality,” meaning that its computational requirements grow exponentially with the number of state variables, but it is still far more efficient and more widely applicable than any other general method. Dynamic programming has been extensively developed since the late 1950s, including extensions to partially observable MDPs (surveyed by Lovejoy, 1991), many applications (surveyed by White, 1985, 1988, 1993), approximation methods (surveyed by Rust, 1996), and asynchronous methods (Bertsekas, 1982, 1983). Many excellent modern treatments of dynamic programming are available (e.g., Bertsekas, 2005, 2012; Puterman, 1994; Ross, 1983; and Whittle, 1982, 1983). Bryson (1996) provides an authoritative history of optimal control....

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  • ...and of a value function, or “optimal return function,” to define a functional equation, now often called the Bellman equation. The class of methods for solving optimal control problems by solving this equation came to be known as dynamic programming (Bellman, 1957a). Bellman (1957b) also introduced the discrete stochastic version of the optimal control problem known as Markovian decision processes (MDPs), and Ronald Howard (1960) devised the policy iteration method for MDPs....

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  • ...In statistics, bandit problems fall under the heading “sequential design of experiments,” introduced by Thompson (1933, 1934) and Robbins (1952), and studied by Bellman (1956). Berry and Fristedt (1985) provide an extensive treatment of bandit problems from the perspective of statistics. Narendra and Thathachar (1989) treat bandit problems from the engineering perspec-...

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  • ...In statistics, bandit problems fall under the heading “sequential design of experiments,” introduced by Thompson (1933, 1934) and Robbins (1952), and studied by Bellman (1956). Berry and Fristedt (1985) provide an extensive treatment of bandit problems from the perspective of statistics....

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Book
12 Oct 2007
TL;DR: In this paper, a unified framework based on a sensitivity point of view is proposed for performance optimization of modern engineering systems. But it is not suitable for modeling complex engineering systems and the system parameters cannot be easily identified, so learning techniques have to be applied.
Abstract: Performance optimization is vital in the design and operation of modern engineering systems, including communications, manufacturing, robotics, and logistics. Most engineering systems are too complicated to model, or the system parameters cannot be easily identified, so learning techniques have to be applied. This book provides a unified framework based on a sensitivity point of view. It also introduces new approaches and proposes new research topics within this sensitivity-based framework. This new perspective on a popular topic is presented by a well respected expert in the field.

195 citations

Book
12 Aug 1993
TL;DR: Several variations of the basic SDM design are discussed: the selected-coordinate and hyperplane designs of Jaeckel, the pseudorandom associative neural memory of Hassoun, and SDM with real-valued input variables by Prager and Fallside.
Abstract: Described here is sparse distributed memory (SDM) as a neural-net associative memory. It is characterized by two weight matrices and by a large internal dimension - the number of hidden units is much larger than the number of input or output units. The first matrix, A, is fixed and possibly random, and the second matrix, C, is modifiable. The SDM is compared and contrasted to (1) computer memory, (2) correlation-matrix memory, (3) feet-forward artificial neural network, (4) cortex of the cerebellum, (5) Marr and Albus models of the cerebellum, and (6) Albus' cerebellar model arithmetic computer (CMAC). Several variations of the basic SDM design are discussed: the selected-coordinate and hyperplane designs of Jaeckel, the pseudorandom associative neural memory of Hassoun, and SDM with real-valued input variables by Prager and Fallside. SDM research conducted mainly at the Research Institute for Advanced Computer Science (RIACS) in 1986-1991 is highlighted.

193 citations