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Jun Morimoto

Publications and source records attributed to Jun Morimoto.

2 recordsLinked to original sources

Robust reinforcement learning.

This letter proposes a new reinforcement learning (RL) paradigm that explicitly takes into account input disturbance as well as modeling errors. The use of environmental models in RL is quite popular for both offline learning using simulations and for online action planning. However, the difference between the model and the real environment can lead to unpredictable, and often unwanted, results. Based on the theory of H(infinity) control, we consider a differential game in which a "disturbing" agent tries to make the worst possible disturbance while a "control" agent tries to make the best control input. The problem is formulated as finding a min-max solution of a value function that takes into account the amount of the reward and the norm of the disturbance. We derive online learning algorithms for estimating the value function and for calculating the worst disturbance and the best control in reference to the value function. We tested the paradigm, which we call robust reinforcement learning (RRL), on the control task of an inverted pendulum. In the linear domain, the policy and the value function learned by online algorithms coincided with those derived analytically by the linear H(infinity) control theory. For a fully nonlinear swing-up task, RRL achieved robust performance with changes in the pendulum weight and friction, while a standard reinforcement learning algorithm could not deal with these changes. We also applied RRL to the cart-pole swing-up task, and a robust swing-up policy was acquired.

Learning↗

Reinforcement learning with via-point representation.

In this paper, we propose a new learning framework for motor control. This framework consists of two components: reinforcement learning and via-point representation. In the field of motor control, conventional reinforcement learning has been used to acquire control sequences such as cart-pole or stand-up robot control. Recently, researchers have become interested in hierarchical architecture, such as multiple levels, and multiple temporal and spatial scales. Our new framework contains two levels of hierarchical architecture. The higher level is implemented using via-point representation, which corresponds to macro-actions or multiple time scales. The lower level is implemented using a trajectory generator that produces primitive actions. Our framework can modify the ongoing movement by means of temporally localized via-points and trajectory generation. Successful results are obtained in computer simulation of the cart-pole swing up task.

Computer Simulation↗