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At least 19 recordsLinked to original sources

Meta-learning in reinforcement learning.

Meta-parameters in reinforcement learning should be tuned to the environmental dynamics and the animal performance. Here, we propose a biologically plausible meta-reinforcement learning algorithm for tuning these meta-parameters in a dynamic, adaptive manner. We tested our algorithm in both a simulation of a Markov decision task and in a non-linear control task. Our results show that the algorithm robustly finds appropriate meta-parameter values, and controls the meta-parameter time course, in both static and dynamic environments. We suggest that the phasic and tonic components of dopamine neuron firing can encode the signal required for meta-learning of reinforcement learning.

Algorithms↗

A unified analysis of value-function-based reinforcement- learning algorithms.

Reinforcement learning is the problem of generating optimal behavior in a sequential decision-making environment given the opportunity of interacting with it. Many algorithms for solving reinforcement-learning problems work by computing improved estimates of the optimal value function. We extend prior analyses of reinforcement-learning algorithms and present a powerful new theorem that can provide a unified analysis of such value-function-based reinforcement-learning algorithms. The usefulness of the theorem lies in how it allows the convergence of a complex asynchronous reinforcement-learning algorithm to be proved by verifying that a simpler synchronous algorithm converges. We illustrate the application of the theorem by analyzing the convergence of Q-learning, model-based reinforcement learning, Q-learning with multistate updates, Q-learning for Markov games, and risk-sensitive reinforcement learning.

Algorithms↗

From recurrent choice to skill learning: a reinforcement-learning model.

The authors propose a reinforcement-learning mechanism as a model for recurrent choice and extend it to account for skill learning. The model was inspired by recent research in neurophysiological studies of the basal ganglia and provides an integrated explanation of recurrent choice behavior and skill learning. The behavior includes effects of differential probabilities, magnitudes, variabilities, and delay of reinforcement. The model can also produce the violation of independence, preference reversals, and the goal gradient of reinforcement in maze learning. An experiment was conducted to study learning of action sequences in a multistep task. The fit of the model to the data demonstrated its ability to account for complex skill learning. The advantages of incorporating the mechanism into a larger cognitive architecture are discussed.

Animals↗

Reinforcement learning control.

Reinforcement learning refers to improving performance through trial-and-error. Despite recent progress in developing artificial learning systems, including new learning methods for artificial neural networks, most of these systems learn under the tutelage of a knowledgeable 'teacher' able to tell them how to respond to a set of training stimuli. Learning under these conditions is not adequate, however, when it is costly, or even impossible, to obtain this kind of training information. Reinforcement learning is attracting increasing attention in computer science and engineering because it can be used by autonomous systems to learn from their experiences instead of from knowledgeable teachers, and it is attracting attention in computational neuroscience because it is consonant with biological principles. Recent research has improved the efficiency of reinforcement learning and has provided some striking examples of its capabilities.

Animals↗

Attention-gated reinforcement learning of internal representations for classification.

Animal learning is associated with changes in the efficacy of connections between neurons. The rules that govern this plasticity can be tested in neural networks. Rules that train neural networks to map stimuli onto outputs are given by supervised learning and reinforcement learning theories. Supervised learning is efficient but biologically implausible. In contrast, reinforcement learning is biologically plausible but comparatively inefficient. It lacks a mechanism that can identify units at early processing levels that play a decisive role in the stimulus-response mapping. Here we show that this so-called credit assignment problem can be solved by a new role for attention in learning. There are two factors in our new learning scheme that determine synaptic plasticity: (1) a reinforcement signal that is homogeneous across the network and depends on the amount of reward obtained after a trial, and (2) an attentional feedback signal from the output layer that limits plasticity to those units at earlier processing levels that are crucial for the stimulus-response mapping. The new scheme is called attention-gated reinforcement learning (AGREL). We show that it is as efficient as supervised learning in classification tasks. AGREL is biologically realistic and integrates the role of feedback connections, attention effects, synaptic plasticity, and reinforcement learning signals into a coherent framework.

Animals↗

Control of exploitation-exploration meta-parameter in reinforcement learning.

In reinforcement learning (RL), the duality between exploitation and exploration has long been an important issue. This paper presents a new method that controls the balance between exploitation and exploration. Our learning scheme is based on model-based RL, in which the Bayes inference with forgetting effect estimates the state-transition probability of the environment. The balance parameter, which corresponds to the randomness in action selection, is controlled based on variation of action results and perception of environmental change. When applied to maze tasks, our method successfully obtains good controls by adapting to environmental changes. Recently, Usher et al. [Science 283 (1999) 549] has suggested that noradrenergic neurons in the locus coeruleus may control the exploitation-exploration balance in a real brain and that the balance may correspond to the level of animal's selective attention. According to this scenario, we also discuss a possible implementation in the brain.

Animals↗

Hippocampal replay contributes to within session learning in a temporal difference reinforcement learning model.

Temporal difference reinforcement learning (TDRL) algorithms, hypothesized to partially explain basal ganglia functionality, learn more slowly than real animals. Modified TDRL algorithms (e.g. the Dyna-Q family) learn faster than standard TDRL by practicing experienced sequences offline. We suggest that the replay phenomenon, in which ensembles of hippocampal neurons replay previously experienced firing sequences during subsequent rest and sleep, may provide practice sequences to improve the speed of TDRL learning, even within a single session. We test the plausibility of this hypothesis in a computational model of a multiple-T choice-task. Rats show two learning rates on this task: a fast decrease in errors and a slow development of a stereotyped path. Adding developing replay to the model accelerates learning the correct path, but slows down the stereotyping of that path. These models provide testable predictions relating the effects of hippocampal inactivation as well as hippocampal replay on this task.

Algorithms↗

Combining Hebbian and reinforcement learning in a minibrain model.

A toy model of a neural network in which both Hebbian learning and reinforcement learning occur is studied. The problem of 'path interference', which makes that the neural net quickly forgets previously learned input-output relations is tackled by adding a Hebbian term (proportional to the learning rate nu) to the reinforcement term (proportional to delta) in the learning rule. It is shown that the number of learning steps is reduced considerably if 1/4<nu/delta<1/2, i.e. if the Hebbian term is neither too small nor too large compared to the reinforcement term.

Animals↗

A reinforcement learning approach to online clustering.

A general technique is proposed for embedding online clustering algorithms based on competitive learning in a reinforcement learning framework. The basic idea is that the clustering system can be viewed as a reinforcement learning system that learns through reinforcements to follow the clustering strategy we wish to implement. In this sense, the reinforcement guided competitive learning (RGCL) algorithm is proposed that constitutes a reinforcement-based adaptation of learning vector quantization (LVQ) with enhanced clustering capabilities. In addition, we suggest extensions of RGCL and LVQ that are characterized by the property of sustained exploration and significantly improve the performance of those algorithms, as indicated by experimental tests on well-known data sets.

Algorithms↗

A neural network model of adaptively timed reinforcement learning and hippocampal dynamics.

A neural model is described of how adaptively timed reinforcement learning occurs. The adaptive timing circuit is suggested to exist in the hippocampus, and to involve convergence of dentate granule cells on CA3 pyramidal cells, and N-methyl-D-aspartate (NMDA) receptors. This circuit forms part of a model neural system for the coordinated control of recognition learning, reinforcement learning, and motor learning, whose properties clarify how an animal can learn to acquire a delayed reward. Behavioral and neural data are summarized in support of each processing stage of the system. The relevant anatomical sites are in thalamus, neocortex, hippocampus, hypothalamus, amygdala and cerebellum. Cerebellar influences on motor learning are distinguished from hippocampal influences on adaptive timing of reinforcement learning. The model simulates how damage to the hippocampal formation disrupts adaptive timing, eliminates attentional blocking and causes symptoms of medial temporal amnesia. Properties of learned expectations, attentional focussing, memory search and orienting reactions to novel events are used to analyze the blocking and amnesia data. The model also suggests how normal acquisition of subcortical emotional conditioning can occur after cortical ablation, even though extinction of emotional conditioning is retarded by cortical ablation. The model simulates how increasing the duration of an unconditioned stimulus increases the amplitude of emotional conditioning, but does not change adaptive timing; and how an increase in the intensity of a conditioned stimulus 'speeds up the clock', but an increase in the intensity of an unconditioned stimulus does not. Computer simulations of the model fit parametric conditioning data, including a Weber law property and an inverted U property. Both primary and secondary adaptively timed conditionings are simulated, as are data concerning conditioning using multiple interstimulus intervals (ISIs), gradually or abruptly changing ISIs, partial reinforcement and multiple stimuli that lead to time-averaging of responses. Neurobiologically testable predictions are made to facilitate further tests of the model.

Animals↗

Multiple model-based reinforcement learning.

We propose a modular reinforcement learning architecture for nonlinear, nonstationary control tasks, which we call multiple model-based reinforcement learning (MMRL). The basic idea is to decompose a complex task into multiple domains in space and time based on the predictability of the environmental dynamics. The system is composed of multiple modules, each of which consists of a state prediction model and a reinforcement learning controller. The "responsibility signal," which is given by the softmax function of the prediction errors, is used to weight the outputs of multiple modules, as well as to gate the learning of the prediction models and the reinforcement learning controllers. We formulate MMRL for both discrete-time, finite-state case and continuous-time, continuous-state case. The performance of MMRL was demonstrated for discrete case in a nonstationary hunting task in a grid world and for continuous case in a nonlinear, nonstationary control task of swinging up a pendulum with variable physical parameters.

Humans↗

Simulation of rat behavior by a reinforcement learning algorithm in consideration of appearance probabilities of reinforcement signals.

Brown and Wanger [Brown, R.T., Wanger, A.R., 1964. Resistance to punishment and extinction following training with shock or nonreinforcement. J. Exp. Psychol. 68, 503-507] investigated rat behaviors with the following features: (1) rats were exposed to reward and punishment at the same time, (2) environment changed and rats relearned, and (3) rats were stochastically exposed to reward and punishment. The results are that exposure to nonreinforcement produces resistance to the decremental effects of behavior after stochastic reward schedule and that exposure to both punishment and reinforcement produces resistance to the decremental effects of behavior after stochastic punishment schedule. This paper aims to simulate the rat behaviors by a reinforcement learning algorithm in consideration of appearance probabilities of reinforcement signals. The former algorithms of reinforcement learning were unable to simulate the behavior of the feature (3). We improve the former reinforcement learning algorithms by controlling learning parameters in consideration of the acquisition probabilities of reinforcement signals. The proposed algorithm qualitatively simulates the result of the animal experiment of Brown and Wanger.

Algorithms↗

Biological arm motion through reinforcement learning.

The present paper discusses an optimal learning control method using reinforcement learning for biological systems with a redundant actuator. It is difficult to apply reinforcement learning to biological control systems because of the redundancy in muscle activation space. We solve this problem with the following method. First, we divide the control input space into two subspaces according to a priority order of learning and restrict the search noise for reinforcement learning to the first priority subspace. Then the constraint is reduced as the learning progresses, with the search space extending to the second priority subspace. The higher priority subspace is designed so that the impedance of the arm can be high. A smooth reaching motion is obtained through reinforcement learning without any previous knowledge of the arm's dynamics.

Animals↗

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↗

Convergence of reinforcement learning algorithms and acceleration of learning.

The techniques of reinforcement learning have been gaining increasing popularity recently. However, the question of their convergence rate is still open. We consider the problem of choosing the learning steps alpha(n), and their relation with discount gamma and exploration degree epsilon. Appropriate choices of these parameters may drastically influence the convergence rate of the techniques. From analytical examples, we conjecture optimal values of alpha(n) and then use numerical examples to verify our conjectures.

Journal Article↗

Inter-module credit assignment in modular reinforcement learning.

Critical issues in modular or hierarchical reinforcement learning (RL) are (i) how to decompose a task into sub-tasks, (ii) how to achieve independence of learning of sub-tasks, and (iii) how to assure optimality of the composite policy for the entire task. The second and last requirements are often under trade-off. We propose a method for propagating the reward for the entire task achievement between modules. This is done in the form of a 'modular reward', which is calculated from the temporal difference of the module gating signal and the value of the succeeding module. We implement modular reward for a multiple model-based reinforcement learning (MMRL) architecture and show its effectiveness in simulations of a pursuit task with hidden states and a continuous-time non-linear control task.

Learning↗

Multiagent reinforcement learning in the Iterated Prisoner's Dilemma.

Reinforcement learning (RL) is based on the idea that the tendency to produce an action should be strengthened (reinforced) if it produces favorable results, and weakened if it produces unfavorable results. Q-learning is a recent RL algorithm that does not need a model of its environment and can be used on-line. Therefore, it is well suited for use in repeated games against an unknown opponent. Most RL research has been confined to single-agent settings or to multiagent settings where the agents have totally positively correlated payoffs (team problems) or totally negatively correlated payoffs (zero-sum games). This paper is an empirical study of reinforcement learning in the Iterated Prisoner's Dilemma (IPD), where the agents' payoffs are neither totally positively nor totally negatively correlated. RL is considerably more difficult in such a domain. This paper investigates the ability of a variety of Q-learning agents to play the IPD game against an unknown opponent. In some experiments, the opponent is the fixed strategy Tit-For-Tat, while in others it is another Q-learner. All the Q-learners learned to play optimally against Tit-For-Tat. Playing against another learner was more difficult because the adaptation of the other learner created a non-stationary environment, and because the other learner was not endowed with any a priori knowledge about the IPD game such as a policy designed to encourage cooperation. The learners that were studied varied along three dimensions: the length of history they received as context, the type of memory they employed (lookup tables based on restricted history windows or recurrent neural networks that can theoretically store features from arbitrarily deep in the past), and the exploration schedule they followed. Although all the learners faced difficulties when playing against other learners, agents with longer history windows, lookup table memories, and longer exploration schedules fared best in the IPD games.

Algorithms↗